AoeStats
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Arabia

509533387Analyzed
3v3 RM · 4d ago on Sep 27, 2026· 58m 1s· 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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1050
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Player eAPM Actions Feudal Castle Imperial Opening
45 2,619 9:17 24:39 48:21 ⚔ Archer Rush
42 2,413 9:54 26:17 41:47 ⚔ Skirmisher Rush
38 2,190 10:10 23:56 47:33 ⚔ Scout Rush
23 1,332 9:46 20:12 — ⚔ Drush into Skirms
22 1,265 11:13 16:55 45:24 ⛏ Fast Castle
16 908 8:52 23:10 40:29 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
46,150 12,144 22,110 2,800 83,204 91,807
21,225 13,510 13,575 3,045 51,355 64,163
18,425 16,143 12,685 1,700 48,953 54,490
26,355 11,205 8,875 1,500 47,935 62,601
21,775 8,445 12,390 2,875 45,485 56,408
17,320 15,301 4,835 1,555 39,011 44,334
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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