AoeStats
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Arabia

504402261Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 42m 43s· 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 1,680 9:04 18:40 38:09 ⚔ Scout Rush
30 1,295 12:29 18:05 — ⛏ Fast Castle
28 1,195 11:38 18:08 33:49
25 1,085 12:17 17:59 39:34
23 995 12:00 19:19 39:42 ⛏ Fast Castle
22 953 11:07 19:54 35:10 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,475 13,715 8,960 2,150 39,300 42,351
13,840 11,910 5,220 3,450 34,420 43,729
14,410 10,978 3,630 1,470 30,488 37,325
10,060 8,962 3,985 1,500 24,507 31,894
11,425 5,661 4,860 1,575 23,521 26,027
7,565 8,870 5,905 200 22,540 23,773
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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