AoeStats
← Elfo Jhon

Arabia

509010006Analyzed
4v4 RM · 7d ago on Sep 25, 2026· 28m 30s· 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
67 1,910 9:11 25:18 — ⚔ Archer Rush
53 1,509 9:39 25:27 — ⚔ Archer Rush
44 1,260 10:53 27:11 — ⚔ Archers into Skirms
40 1,149 9:26 20:04 — ⚔ Scout Rush
40 1,129 9:15 24:32 — ⚔ Scout Rush
30 860 10:09 24:39 — ⚔ Scout Rush
28 803 9:02 21:16 — ⚔ Scout Rush
20 580 10:30 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,960 6,138 4,505 0 15,603 16,320
6,940 3,805 1,700 200 12,645 13,298
5,125 4,779 2,565 125 12,594 14,445
6,585 3,968 1,825 200 12,578 14,134
7,255 2,958 2,000 125 12,338 13,783
5,170 4,324 1,435 350 11,279 11,367
5,590 3,404 1,100 200 10,294 10,725
3,820 3,206 1,315 0 8,341 10,108
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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