AoeStats
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Arabia

512945645Analyzed
3v3 RM · 26d ago on Oct 11, 2026· 48m 24s· 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
72 3,462 9:42 23:31 — ⚔ Scout Rush
48 2,302 9:42 25:21 44:04 ⚔ Scout Rush
44 2,137 8:54 29:35 — ⚔ Scout Rush
35 1,697 11:55 31:51 — ⚔ Archer Rush
34 1,648 9:45 22:55 43:47 ⚔ M@A Rush
30 1,439 13:08 18:18 42:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,710 13,662 4,995 100 37,467 39,225
18,510 10,805 6,715 1,400 37,430 48,926
11,735 12,588 6,365 200 30,888 33,128
12,935 8,913 5,980 1,500 29,328 32,379
12,275 10,778 4,100 1,600 28,753 32,900
8,525 6,923 1,340 935 17,723 18,608
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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