AoeStats
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Arabia

503733911Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 43m 16s· 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
33 1,445 10:50 15:05 34:57 ⛏ Fast Castle
29 1,266 10:37 22:07 ⚔ M@A into Skirms
28 1,201 9:20 19:52 40:40 ⚔ Scout Rush
21 893 12:38 25:55 ⚔ Scouts into Archers
20 883 9:53 26:22 ⚔ Archer Rush
9 408 11:20 30:24 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,870 12,788 11,320 400 44,378 46,792
15,850 10,987 10,360 1,800 38,997 43,424
9,095 8,767 4,990 330 23,182 25,200
10,675 7,406 2,165 655 20,901 22,914
8,160 7,630 2,740 1,775 20,305 20,938
5,450 4,895 1,520 755 12,620 13,740
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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