AoeStats
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Arabia

510209261Analyzed
3v3 RM · 2d ago on Sep 30, 2026· 30m 25s· 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
🇦🇷 Persians · Argentina
1420
+12
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1352
+15
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1351
+15
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1376
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1375
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1239
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Player eAPM Actions Feudal Castle Imperial Opening
73 2,214 9:27 22:46 — ⚔ Scout Rush
68 2,081 8:28 20:25 — ⚔ Scout Rush
38 1,165 9:25 21:39 — ⚔ Archer Rush
31 950 10:54 20:49 — ⚔ FC into Scouts
24 715 10:27 27:44 —
21 644 11:04 16:04 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,125 9,438 2,595 100 20,258 20,402
9,840 5,549 3,395 200 18,984 19,357
8,195 6,473 3,950 225 18,843 18,915
6,375 4,979 3,045 225 14,624 15,726
6,610 4,704 1,400 750 13,464 16,166
4,715 3,845 250 100 8,910 10,021
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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