AoeStats
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Arabia

509464547Analyzed
3v3 RM · 5d ago on Sep 26, 2026· 50m 59s· 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
31 1,564 11:23 21:10 43:48
21 1,068 10:40 25:51 — ⚔ Scouts into Archers into Skirms
20 995 13:40 19:27 — ⛏ Fast Castle
19 953 11:12 19:21 — ⛏ Fast Castle
15 760 10:50 28:02 — ⚔ Scouts into Archers
15 767 10:56 29:59 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,980 13,400 6,780 3,095 39,255 43,552
15,780 8,330 4,770 860 29,740 39,011
12,825 6,460 6,935 850 27,070 30,892
11,415 7,095 2,190 2,050 22,750 24,683
7,285 7,429 2,930 1,075 18,719 19,147
9,720 3,781 4,090 750 18,341 23,917
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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