AoeStats
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Arabia

509716911Analyzed
3v3 RM · 5d ago on Sep 27, 2026· 54m 5s· 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
48 2,598 11:36 21:25 41:34 ⚔ M@A FC
27 1,468 11:13 43:06 — ⚔ Scout Rush
25 1,335 12:31 17:21 40:07 ⛏ Fast Castle
23 1,221 10:37 24:05 35:16 ⚔ Archer Rush
21 1,118 11:29 23:05 40:20 ⚔ Drush into Archers
10 537 11:07 23:12 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,280 15,796 11,945 3,105 50,126 54,493
18,110 15,324 9,275 3,140 45,849 49,666
17,720 15,504 7,275 2,780 43,279 46,870
13,845 11,570 5,390 1,750 32,555 44,872
8,755 9,133 2,025 800 20,713 22,603
4,295 3,302 630 160 8,387 8,465
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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