AoeStats
← Innocent Civil

Arabia

510596104Analyzed
3v3 RM · 12h ago on Oct 1, 2026· 78m 31s· 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
64 5,057 10:43 28:35 48:07 ⚔ Scout Rush
40 3,108 12:23 20:54 42:41 ⛏ Fast Castle
31 2,446 10:19 32:57 50:00 ⚔ Scouts into Archers
27 2,096 9:17 20:54 30:36 ⚔ Scout Rush
26 2,050 11:00 27:45 44:12 ⚔ Towers FC
16 1,250 13:10 18:19 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
60,190 28,507 15,320 3,585 107,602 128,877
39,675 25,815 17,015 1,950 84,455 134,289
28,475 23,203 13,785 4,550 70,013 80,551
14,820 22,172 11,830 3,350 52,172 78,389
15,640 19,400 6,790 2,605 44,435 46,209
18,640 9,975 12,515 2,425 43,555 48,547
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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