AoeStats
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Arabia

510665605Analyzed
3v3 RM · 23h ago on Oct 2, 2026· 56m 29s· 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
40 2,248 10:06 20:28 38:10 ⚔ Scout Rush
24 1,373 11:56 19:11 38:39 ⛏ Fast Castle
23 1,291 9:48 14:39 33:22 ⛏ Fast Castle
22 1,225 10:22 19:27 44:20 ⛏ Fast Castle
14 772 11:29 18:56 48:50 ⛏ Fast Castle
13 716 10:16 21:42 — ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
27,190 14,777 17,295 1,895 61,157 92,431
28,065 14,660 10,220 1,500 54,445 68,065
17,740 14,099 13,230 1,600 46,669 65,323
21,060 9,201 11,370 2,470 44,101 50,138
17,090 15,275 3,660 2,535 38,560 41,066
8,355 7,853 650 1,735 18,593 21,265
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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