AoeStats
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Arabia

509485685Analyzed
3v3 RM · 5d ago on Sep 26, 2026· 39m 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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Player eAPM Actions Feudal Castle Imperial Opening
45 1,773 10:04 23:37 35:20 ⚔ Archer Rush
33 1,305 9:31 29:21 — ⚔ Scout Rush
31 1,241 9:34 24:41 — ⚔ Archer Rush
22 866 9:41 23:09 — ⚔ Skirmisher Rush
17 653 11:15 17:58 — ⛏ Fast Castle
17 659 9:17 25:28 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,580 6,688 8,430 1,600 29,298 29,809
10,435 9,688 7,915 850 28,888 31,522
14,000 9,360 4,450 850 28,660 34,135
10,110 7,668 5,485 400 23,663 24,257
10,345 8,568 2,305 1,785 23,003 24,697
8,320 5,415 1,575 1,160 16,470 18,463
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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