AoeStats
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Arabia

503754478Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 59m 10s· 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
30 1,794 12:04 26:24 41:04
29 1,722 13:09 22:19 39:07 ⚔ M@A Rush
28 1,660 10:41 22:30 55:58 ⚔ Scout Rush
23 1,353 11:50 20:40 40:15
18 1,075 9:56 23:43 37:34 ⚔ Scout Rush
18 1,062 10:46 24:23 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,580 14,280 17,610 2,925 63,395 77,384
23,860 13,314 8,990 3,395 49,559 52,651
23,830 10,245 9,605 2,280 45,960 48,137
19,430 11,125 11,965 1,060 43,580 50,781
14,820 11,672 7,660 2,115 36,267 37,490
11,570 5,406 3,950 300 21,226 24,877
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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