AoeStats
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Arabia

510373652Analyzed
3v3 RM · 4h ago on Sep 30, 2026· 53m 58s· 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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797
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796
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796
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786
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776
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764
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Player eAPM Actions Feudal Castle Imperial Opening
29 1,544 9:36 23:43 — ⚔ Skirms into Archers
28 1,516 12:22 22:15 38:24 ⛏ Fast Castle
22 1,213 9:21 24:57 45:06 ⚔ Scout Rush
21 1,158 10:49 25:02 38:10
20 1,105 10:05 26:55 37:11 ⚔ Champi Rush
12 622 11:07 19:15 39:17 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,645 10,220 8,255 1,600 42,720 55,451
15,260 14,540 10,935 1,500 42,235 47,126
15,975 15,260 7,115 2,955 41,305 42,168
14,050 8,668 7,920 1,400 32,038 36,867
11,525 11,738 5,445 2,710 31,418 34,448
11,830 7,760 5,805 3,450 28,845 31,138
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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