AoeStats
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Arabia

506759516Analyzed
3v3 RM · 17d ago on Sep 15, 2026· 28m 32s· 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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1098
+14
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1098
+14
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1130
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1036
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1024
-11
Player eAPM Actions Feudal Castle Imperial Opening
41 1,167 9:15 22:26 — ⚔ Archers into Skirms
40 1,130 9:16 27:08 — ⚔ Archer Rush
39 1,107 10:46 25:33 — ⚔ Archers into Skirms
31 887 9:12 20:08 — ⚔ Archer Rush
18 503 9:57 23:42 — ⚔ Scout Rush
13 364 10:52 27:31 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,575 5,201 2,605 875 14,256 15,276
6,895 4,774 1,630 350 13,649 16,040
4,870 5,339 2,975 125 13,309 14,445
6,670 4,520 1,420 200 12,810 13,776
4,495 4,077 940 1,000 10,512 11,145
2,505 1,270 250 0 4,025 4,173
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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