AoeStats
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Arabia

509004955Analyzed
3v3 RM · 6d ago on Sep 25, 2026· 103m 55s· 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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1194
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1176
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Player eAPM Actions Feudal Castle Imperial Opening
56 5,780 9:12 23:08 41:24 ⚔ Scouts into Archers
47 4,932 9:58 19:30 39:56 ⛏ Fast Castle
35 3,613 9:06 26:02 41:04 ⚔ Archer Rush
33 3,472 9:12 21:26 36:39 ⚔ Skirms into Archers
32 3,330 11:17 22:24 39:23 ⚔ Skirmisher Rush
29 2,978 8:46 20:42 38:32 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
89,780 58,169 44,980 4,585 197,514 201,853
94,550 38,220 16,390 2,900 152,060 190,575
47,760 48,317 34,930 4,450 135,457 158,633
41,795 63,359 12,945 3,335 121,434 130,472
43,470 36,407 15,795 3,800 99,472 105,872
41,410 22,517 9,990 3,645 77,562 78,036
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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