AoeStats
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Arabia

505919858Analyzed
3v3 RM · 22d ago on Sep 11, 2026· 55m 24s· 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
41 2,260 10:23 22:04 41:15 ⚔ Scout Rush
37 2,031 9:59 23:17 39:59
35 1,956 9:37 21:26 — ⚔ Scout Rush
31 1,710 9:38 19:42 46:46 ⛏ Fast Castle
28 1,564 10:55 23:09 46:44 ⚔ Scout Rush
19 1,027 11:08 20:00 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,800 22,128 14,215 3,550 55,693 60,542
20,285 17,595 12,690 2,450 53,020 64,612
18,955 12,186 9,110 2,275 42,526 48,361
14,155 14,214 4,670 1,600 34,639 36,781
12,225 10,154 6,035 2,900 31,314 32,703
7,895 8,612 5,620 1,815 23,942 24,204
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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