AoeStats
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Arabia

510406364Analyzed
3v3 RM · 1d ago on Sep 30, 2026· 28m 14s· 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
40 1,128 10:53 26:49 — ⚔ Archer Rush
37 1,058 9:57 22:21 — ⚔ Scout Rush
34 964 9:02 26:28 — ⚔ Scout Rush
33 922 11:03 21:43 — ⚔ Scout Rush
31 887 11:26 22:38 — ⚔ Scout Rush
21 580 12:08 23:05 — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
10,085 5,905 1,570 200 17,760 17,779
7,405 5,138 1,270 160 13,973 13,663
6,410 5,165 470 300 12,345 14,596
5,665 4,334 1,180 0 11,179 12,671
5,105 3,392 950 650 10,097 12,046
5,450 3,653 340 100 9,543 11,911
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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