AoeStats
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Arabia

510201186Analyzed
3v3 RM · 3d ago on Sep 29, 2026· 40m 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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Player eAPM Actions Feudal Castle Imperial Opening
27 1,093 11:18 16:27 — ⛏ Fast Castle
24 985 9:57 25:00 39:45 ⚔ Archer Rush
22 917 9:55 23:40 35:38 ⚔ M@A Rush
21 850 12:36 20:37 — ⚔ FC into Scouts
17 682 11:57 31:40 — ⚔ M@A Rush
16 642 10:37 22:29 37:48 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
13,225 10,650 6,380 1,625 31,880 34,559
13,175 11,915 3,895 1,840 30,825 34,306
10,700 8,693 4,305 2,150 25,848 28,615
10,365 7,740 3,755 1,595 23,455 24,107
9,510 9,480 2,890 1,200 23,080 24,888
11,350 6,180 3,260 1,675 22,465 25,531
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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