AoeStats
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Arabia

508748133Analyzed
3v3 RM · 9d ago on Sep 23, 2026· 47m 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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1053
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1255
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Player eAPM Actions Feudal Castle Imperial Opening
68 3,226 9:41 23:28 42:28 ⚔ Archer Rush
47 2,267 8:47 19:49 46:54 ⚔ Scout Rush
36 1,740 9:06 23:10 43:29 ⚔ Scout Rush
32 1,520 10:56 14:36 — ⛏ Fast Castle
29 1,393 10:05 27:46 — ⚔ Archers into Skirms
12 590 11:35 30:15 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,600 10,665 19,320 1,630 58,215 62,076
20,940 10,054 10,285 210 41,489 46,856
13,070 17,065 7,930 1,945 40,010 42,493
12,795 8,500 4,150 1,900 27,345 29,684
8,000 9,223 5,330 885 23,438 26,052
7,880 7,718 3,230 980 19,808 23,107
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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