AoeStats
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Arabia

503275685Analyzed
3v3 RM · 7d ago on Aug 30, 2026· 46m 41s· 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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Player eAPM Actions Feudal Castle Imperial Opening
47 2,180 10:26 23:38 39:49 ⚔ Archer Rush
39 1,831 10:31 22:22 32:26 ⚔ Archers into Skirms
28 1,323 9:29 23:43 39:53 ⚔ Archers into Skirms
20 951 10:45 19:17 41:40 ⛏ Fast Castle
19 894 11:59 16:43 36:56 ⛏ Fast Castle
13 625 11:14 26:36 ⚔ M@A into Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
16,095 14,207 12,715 2,950 45,967 47,334
20,520 15,609 5,765 2,800 44,694 50,755
15,220 12,726 6,495 2,450 36,891 43,329
15,150 11,710 7,600 1,150 35,610 38,979
13,585 6,773 8,385 2,585 31,328 35,492
8,840 5,907 3,275 1,900 19,922 21,974
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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