AoeStats
← Eli

Arabia

510679372Analyzed
4v4 RM · 24h ago on Oct 2, 2026· 19m 55s· 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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1749
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1737
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1659
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1706
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1626
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1611
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Player eAPM Actions Feudal Castle Imperial Opening
91 1,805 9:25 — — ⚔ Archer Rush
89 1,765 9:14 — — ⚔ Archer Rush
69 1,384 8:29 — — ⚔ Scout Rush
67 1,328 8:49 — — ⚔ Scout Rush
58 1,157 8:51 — — ⚔ Scout Rush
56 1,115 9:18 — — ⚔ Archer Rush
52 1,031 13:30 — — ⚔ Drush into Archers
45 892 8:59 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,300 3,863 150 0 9,313 9,481
4,920 2,692 150 0 7,762 8,019
3,100 3,113 1,090 0 7,303 7,595
3,890 2,849 150 0 6,889 7,738
2,700 2,671 1,270 125 6,766 7,308
2,585 2,315 1,180 0 6,080 6,511
3,435 2,544 50 0 6,029 6,926
2,750 2,091 775 125 5,741 5,693
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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