AoeStats
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Arabia

510238732Analyzed
3v3 RM · 2d ago on Sep 30, 2026· 55m 29s· 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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1183
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1183
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1155
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1191
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1151
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1092
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Player eAPM Actions Feudal Castle Imperial Opening
63 3,489 9:28 24:27 44:02 ⚔ M@A into Archers into Skirms
47 2,626 8:43 22:00 — ⚔ Scouts into Skirms
40 2,202 11:04 15:29 38:31 ⛏ Fast Castle
38 2,113 13:06 18:15 47:35 ⛏ Fast Castle
37 2,074 11:02 28:02 52:33 ⚔ Archer Rush
28 1,553 9:48 34:52 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
30,080 17,398 9,785 2,150 59,413 62,436
22,740 10,869 15,895 2,250 51,754 59,250
16,485 13,539 13,120 3,835 46,979 51,545
11,625 14,220 10,850 4,135 40,830 47,907
12,080 9,069 6,295 750 28,194 30,158
6,525 8,386 5,130 100 20,141 22,791
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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