AoeStats
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Arabia

509269015Analyzed
3v3 RM · 5d ago on Sep 26, 2026· 19m 49s· 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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1928
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1859
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1802
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1366
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Player eAPM Actions Feudal Castle Imperial Opening
57 1,135 9:05 — — ⚔ Archer Rush
53 1,049 8:22 — — ⚔ Archer Rush
50 983 9:39 — — ⚔ Archer Rush
46 910 8:53 19:39 — ⚔ Scout Rush
33 662 9:18 — — ⚔ Archers into Skirms
29 575 10:58 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,565 4,589 1,935 125 11,214 11,295
5,015 3,059 500 0 8,574 9,456
2,850 3,200 1,495 0 7,545 8,600
2,625 2,922 1,405 0 6,952 8,068
2,750 2,699 1,490 0 6,939 7,146
3,220 2,181 50 125 5,576 6,194
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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