AoeStats
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Arabia

503704180Analyzed
3v3 RM · 1mo ago on Sep 1, 2026· 36m 33s· 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
34 1,261 10:09 20:49 — ⚔ FC into Archers
28 1,029 10:36 22:36 — ⚔ Archer Rush
17 636 9:24 18:18 35:36 ⛏ Fast Castle
14 522 11:45 29:51 — ⚔ Scout Rush
13 472 12:06 — — ⚔ Scouts into Archers
11 392 10:21 16:37 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,125 10,509 2,990 350 24,974 30,102
8,050 7,567 3,755 1,600 20,972 26,425
7,685 6,500 2,795 750 17,730 18,668
8,940 4,375 2,400 1,125 16,840 21,235
5,425 4,355 950 200 10,930 12,889
3,415 3,105 365 125 7,010 8,284
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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