AoeStats
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Arabia

507404431Analyzed
3v3 RM · 14d ago on Sep 18, 2026· 45m 54s· 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
61 2,813 9:35 25:35 37:50 ⚔ Archer Rush
51 2,329 8:26 20:36 33:19 ⚔ Scout Rush
45 2,067 9:45 23:58 42:43 ⚔ Archers into Skirms
45 2,047 9:31 21:57 38:34 ⚔ Archers into Skirms
43 1,956 13:25 19:35 43:08 ⛏ Fast Castle
39 1,812 9:49 26:25 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,420 15,433 11,215 1,670 40,738 44,826
17,895 8,951 11,385 1,950 40,181 42,632
14,800 14,557 8,525 1,050 38,932 42,919
11,275 14,730 11,970 360 38,335 42,075
16,885 7,444 9,095 1,500 34,924 43,184
14,270 7,940 7,040 1,850 31,100 33,350
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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