AoeStats
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Arabia

510654976Analyzed
3v3 RM · 2d ago on Oct 2, 2026· 48m 57s· 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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911
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860
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939
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907
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Player eAPM Actions Feudal Castle Imperial Opening
28 1,359 9:43 18:59 32:37 ⛏ Fast Castle
24 1,195 11:12 25:38 41:44 ⚔ Skirmisher Rush
22 1,089 10:14 23:08 38:02 ⚔ Scout Rush
22 1,092 11:46 24:22 — ⚔ Scout Rush
21 1,025 9:15 24:03 48:49 ⚔ Archer Rush
17 838 12:58 20:46 36:14 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,495 10,154 19,585 3,550 59,784 67,415
20,210 11,545 6,810 2,500 41,065 47,022
11,895 8,234 6,685 1,700 28,514 28,962
9,415 8,772 6,365 2,280 26,832 27,459
12,060 5,505 6,620 1,650 25,835 36,064
12,015 5,096 5,090 1,250 23,451 29,158
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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