AoeStats
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Arabia

503711360Analyzed
3v3 RM · 1mo ago on Sep 1, 2026· 44m 18s· 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
46 2,059 10:18 23:06 — ⚔ Archers into Skirms
35 1,541 13:03 18:11 41:45 ⚔ FC into Archers
29 1,290 12:50 23:09 42:27 ⚔ Scout Rush
29 1,281 10:39 24:57 36:56 ⚔ Scout Rush
27 1,183 11:17 19:55 — ⚔ Scout Rush
25 1,091 11:44 21:25 34:05 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,305 11,617 6,795 1,500 32,217 33,140
14,260 7,825 4,400 1,600 28,085 34,572
12,190 6,102 6,135 1,520 25,947 28,044
11,385 7,237 5,845 1,015 25,482 27,949
8,860 10,199 750 2,480 22,289 24,670
9,370 6,865 4,935 650 21,820 24,797
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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