AoeStats
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Arabia

503180847Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 78m 34s· 6 players
Game mode
Random Map
Map size
Normal (6 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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1183
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1155
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1145
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1220
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🇺🇸 Bengalis · United States
1149
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🇪🇪 Franks · Estonia
1144
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Player eAPM Actions Feudal Castle Imperial Opening
53 4,148 9:57 21:51 35:01 ⚔ M@A into Archers
47 3,712 9:15 22:41 36:34 ⛏ Fast Castle
42 3,298 9:13 19:37 35:42 ⛏ Fast Castle
39 3,079 10:46 16:03 37:24 ⛏ Fast Castle
37 2,891 11:49 17:38 30:40 ⛏ Fast Castle
16 1,286 10:40 19:04 36:22 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
90,840 41,885 21,760 5,325 159,810 165,597
58,025 38,125 17,315 2,195 115,660 119,811
45,025 33,263 24,200 3,750 106,238 119,678
36,055 35,202 25,765 3,600 100,622 109,296
57,685 20,259 15,785 1,805 95,534 122,637
41,245 34,022 14,725 5,290 95,282 98,787
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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