AoeStats
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Arabia

503736189Analyzed
3v3 RM · 29d ago on Sep 2, 2026· 53m 36s· 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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1458
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875
+20
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822
+25
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1011
-14
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964
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931
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Player eAPM Actions Feudal Castle Imperial Opening
45 2,428 9:07 21:01 39:10 ⚔ Scouts into Skirms
40 2,166 9:59 23:43 — ⚔ M@A into Towers into Archers
40 2,118 10:53 22:52 — ⚔ Scout Rush
27 1,468 10:31 23:55 41:57
25 1,355 10:42 24:12 47:08 ⚔ Archer Rush
17 900 9:29 30:39 44:02 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,700 16,196 16,730 4,220 65,846 74,356
19,045 17,031 12,115 3,110 51,301 57,418
30,170 12,220 7,805 300 50,495 57,484
19,510 14,700 10,360 1,555 46,125 56,995
15,385 7,366 8,905 1,070 32,726 35,253
10,615 14,865 4,965 1,915 32,360 35,067
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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