AoeStats
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Arabia

510358480Analyzed
3v3 RM · 17h ago on Sep 30, 2026· 35m 51s· 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
94 3,366 9:38 26:03 — ⚔ M@A into Archers
61 2,203 9:25 21:55 33:21 ⚔ Scout Rush
59 2,128 9:57 23:30 — ⚔ M@A into Archers
47 1,668 11:11 25:35 — ⛏ Fast Castle
46 1,634 11:55 18:44 — ⚔ Archer Rush
25 893 10:30 26:43 — ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
12,935 8,484 4,070 300 25,789 27,917
10,050 7,688 3,900 950 22,588 25,344
7,225 5,692 2,950 850 16,717 18,087
6,985 6,265 1,480 1,500 16,230 18,578
6,280 5,615 1,770 750 14,415 14,918
4,435 5,030 1,285 575 11,325 11,968
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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