AoeStats
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Arabia

507410325Analyzed
3v3 RM · 14d ago on Sep 18, 2026· 35m 25s· 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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1252
+11
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1204
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1180
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1122
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Player eAPM Actions Feudal Castle Imperial Opening
43 1,534 9:27 22:13 — ⚔ M@A Rush
41 1,460 9:34 22:08 — ⚔ Scout Rush
35 1,223 9:44 19:42 33:41 ⚔ Drush into Archers
26 907 9:00 24:38 — ⚔ Scout Rush
17 588 10:28 21:15 —
14 482 10:45 26:18 —

Resources

Player Food Wood Gold Stone Spent Collected
11,100 9,161 4,930 870 26,061 31,291
10,845 8,599 2,060 200 21,704 23,303
10,340 4,968 3,070 1,500 19,878 22,581
10,480 5,024 4,115 100 19,719 21,753
5,785 5,470 1,825 250 13,330 14,957
5,490 4,182 800 650 11,122 12,269
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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