AoeStats
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Arabia

502922121Analyzed
3v3 RM · 12d ago on Aug 29, 2026· 28m 52s· 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
🇫🇷 Vietnamese · France
720
+4
🇫🇷 Khmer · France
699
+5
🇫🇷 Portuguese · France
627
+7
🇧🇷 Portuguese · Brazil
520
-9
🇦🇩 Magyars · Andorra
367
-4
🇪🇸 Khmer · Spain
327
-4
Player eAPM Actions Feudal Castle Imperial Opening
24 691 10:32 21:48 ⚔ Archer Rush
13 369 10:27 21:56 ⚔ Archer Rush
10 296 13:49 24:48 ⛏ Fast Castle
8 227 15:30 26:07 ⚔ Archers into Scouts
7 213 13:05
6 187 12:28 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,110 3,840 1,025 755 10,730 11,770
4,200 3,895 1,825 650 10,570 12,158
4,000 4,885 500 100 9,485 11,172
4,475 3,475 1,040 130 9,120 10,904
3,075 2,125 150 125 5,475 6,516
1,990 1,670 0 0 3,660 3,949
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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