AoeStats
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Arabia

505326382Analyzed
3v3 RM · 22d ago on Sep 8, 2026· 40m 14s· 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
1176
+13
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1166
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1076
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1102
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1101
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1098
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Player eAPM Actions Feudal Castle Imperial Opening
48 1,945 9:54 21:28 — ⚔ Archers into Skirms
41 1,631 9:37 23:09 — ⚔ Scout Rush
31 1,234 11:12 20:31 — ⛏ Fast Castle
22 875 11:09 17:10 — ⚔ Archers FC
21 858 11:48 19:41 — ⚔ FC into Skirms
21 854 9:36 25:27 — ⚔ Archers into Skirms into Towers

Resources

Player Food Wood Gold Stone Spent Collected
s
17,685 8,227 9,220 915 36,047 39,073
14,125 6,057 5,175 755 26,112 30,166
8,460 8,430 7,205 1,980 26,075 28,158
12,620 5,743 6,070 300 24,733 27,435
8,345 6,360 1,535 750 16,990 18,581
5,500 7,143 1,635 530 14,808 16,402
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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