AoeStats
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Arabia

510339134Analyzed
3v3 RM · 1d ago on Sep 30, 2026· 48m 33s· 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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1210
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1302
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Player eAPM Actions Feudal Castle Imperial Opening
50 2,417 9:45 21:58 37:07 ⚔ Scouts into Skirms
45 2,195 9:53 19:40 37:11
44 2,118 9:15 26:28 41:42 ⚔ Scout Rush
38 1,848 9:01 23:51 — ⚔ Archer Rush
34 1,629 10:10 21:09 44:06 ⚔ Scout Rush
30 1,436 10:15 16:35 34:30 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,515 14,734 13,635 3,045 53,929 56,973
22,720 14,442 10,560 2,050 49,772 52,759
25,630 11,182 11,270 1,560 49,642 53,829
16,105 17,650 13,450 2,155 49,360 54,958
20,400 11,605 9,105 1,310 42,420 44,342
11,415 12,137 6,005 500 30,057 31,386
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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