AoeStats
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Arabia

510456818Analyzed
3v3 RM · 4h ago on Oct 1, 2026· 46m 0s· 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
52 2,409 8:47 22:08 — ⚔ Skirmisher Rush
44 2,018 9:23 22:07 40:28 ⚔ Archer Rush
42 1,927 9:55 25:09 44:33 ⚔ Drush into Archers
42 1,953 9:59 23:59 43:43 ⚔ Scout Rush
39 1,785 12:22 16:21 41:38 ⛏ Fast Castle
34 1,587 8:42 19:46 37:21 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,210 13,470 16,305 4,300 60,285 65,926
16,720 19,470 15,675 2,750 54,615 64,158
20,805 7,400 14,220 340 42,765 44,907
14,405 12,803 8,185 2,250 37,643 40,763
12,725 13,163 9,045 1,900 36,833 38,540
11,975 13,497 4,855 1,825 32,152 33,429
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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