AoeStats
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Arabia

510462382Analyzed
3v3 RM · 24h ago on Oct 1, 2026· 40m 44s· 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
53 2,154 9:14 22:25 37:52 ⚔ Archer Rush
49 1,991 9:00 21:49 38:21 ⚔ Scout Rush
48 1,942 9:29 22:28 — ⚔ M@A into Archers
40 1,628 10:47 14:45 — ⛏ Fast Castle
36 1,448 9:17 21:03 — ⚔ M@A Rush
27 1,101 9:50 30:36 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,245 11,433 6,850 1,600 34,128 35,505
13,625 4,823 7,620 810 26,878 27,677
9,335 9,311 4,260 2,075 24,981 26,826
10,580 6,188 4,830 450 22,048 22,182
8,625 8,410 3,375 1,080 21,490 23,131
9,090 4,615 2,180 1,235 17,120 17,549
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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