AoeStats
← [JaMx] K@l-El

Arabia

509798926Analyzed
4v4 RM · 5d ago on Sep 28, 2026· 42m 44s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
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Player eAPM Actions Feudal Castle Imperial Opening
73 3,115 8:55 23:14 — ⚔ Scout Rush
69 2,952 9:02 30:25 — ⚔ Archer Rush
67 2,868 9:52 25:53 41:02 ⚔ Archer Rush
58 2,488 9:29 28:37 — ⚔ Archer Rush
56 2,388 9:20 27:18 35:54 ⚔ Archer Rush
52 2,219 8:40 26:13 — ⚔ Scout Rush
45 1,944 9:49 27:37 — ⚔ Scout Rush
34 1,456 8:57 29:15 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,080 7,857 8,425 930 34,292 35,387
18,210 7,383 5,495 200 31,288 33,328
10,325 9,898 8,315 205 28,743 30,428
15,030 5,383 4,850 330 25,593 25,993
8,250 8,700 6,540 850 24,340 27,182
6,410 8,610 5,100 1,000 21,120 22,785
9,930 4,619 4,175 155 18,879 19,887
4,580 7,236 5,180 325 17,321 17,170
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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