AoeStats
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Arabia

510195673Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 50m 45s· 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
39 1,999 10:52 25:11 —
30 1,543 10:16 28:43 45:41 ⚔ Archer Rush
24 1,224 11:08 28:32 44:26 ⚔ Scout Rush
22 1,136 10:06 26:35 41:53 ⚔ Scout Rush
18 935 10:08 22:00 41:54 ⚔ Archers into Skirms
6 309 12:31 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,300 11,675 9,735 2,150 38,860 49,700
14,615 10,133 7,050 955 32,753 38,393
12,275 9,998 4,085 1,410 27,768 34,404
12,170 7,703 4,580 1,430 25,883 26,532
6,445 7,138 3,975 850 18,408 18,830
4,235 3,575 200 360 8,370 13,281
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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