AoeStats
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Arabia

504826000Analyzed
3v3 RM · 27d ago on Sep 6, 2026· 47m 13s· 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
36 1,719 12:08 21:09 40:52 ⛏ Fast Castle
32 1,512 9:51 20:52 — ⚔ Scout Rush
29 1,373 10:03 28:30 — ⚔ Archers into Skirms
25 1,189 9:41 27:17 42:48 ⚔ Archer Rush
18 852 12:02 27:49 — ⚔ M@A Rush
14 680 11:33 21:54 34:24 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,425 13,090 10,205 2,150 36,870 50,692
16,555 7,856 6,545 2,600 33,556 47,268
12,435 11,636 7,715 1,200 32,986 42,224
13,695 12,383 2,920 470 29,468 30,762
11,910 11,250 3,430 2,250 28,840 36,124
9,920 8,572 1,885 1,250 21,627 23,647
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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