AoeStats
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Arabia

509731736Analyzed
3v3 RM · 3d ago on Sep 27, 2026· 38m 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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1123
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1115
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1113
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1124
-16
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1081
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1026
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Player eAPM Actions Feudal Castle Imperial Opening
40 1,522 9:22 21:29 — ⚔ Archer Rush
33 1,275 10:53 24:05 — ⚔ Archer Rush
28 1,082 11:50 33:52 — ⚔ Scout Rush
25 968 9:36 22:11 — ⚔ Skirmisher Rush
20 760 9:38 21:19 — ⚔ Scout Rush
20 750 11:39 19:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,205 10,450 4,625 1,050 26,330 31,437
10,265 7,865 2,355 380 20,865 25,175
13,320 5,970 670 100 20,060 21,072
8,290 5,863 2,105 1,400 17,658 20,140
5,410 4,677 425 530 11,042 11,471
4,290 2,948 350 0 7,588 9,333
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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