AoeStats
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Arabia

510237763Analyzed
3v3 RM · 2d ago on Sep 30, 2026· 22m 57s· 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
51 1,161 10:35 22:26 — ⚔ Archer Rush
47 1,082 9:32 — — ⚔ Scout Rush
45 1,028 9:12 — — ⚔ M@A Rush
44 1,009 9:52 21:43 — ⚔ Scout Rush
42 970 8:52 — — ⚔ Scouts into Towers
32 735 8:48 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,075 4,330 350 200 9,955 10,845
5,190 3,474 50 0 8,714 11,042
3,690 3,243 975 20 7,928 9,397
4,425 2,366 250 645 7,686 7,637
4,010 3,040 555 0 7,605 8,125
2,870 2,398 50 60 5,378 6,570
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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