AoeStats
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Arabia

503035581Analyzed
3v3 RM · 11d ago on Aug 30, 2026· 18m 53s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Low
Victory
Standard
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇲🇽 Magyars · Mexico
1068
+14
🇧🇷 Chinese · Brazil
1038
+15
🇺🇸 Bulgarians · United States
1015
+16
🇺🇸 Britons · United States
1089
-48
🇺🇸 Bohemians · United States
1040
-40
🇺🇸 Huns · United States
944
-33
Player eAPM Actions Feudal Castle Imperial Opening
43 817 12:39
29 545 12:56 ⚔ Scout Rush
25 473 15:12 ⚔ Archer Rush
24 459 13:01
21 388 13:41 ⚔ Scout Rush
14 263 11:16 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,650 2,185 100 145 6,080 7,027
2,425 2,255 905 0 5,585 6,547
2,975 2,213 50 0 5,238 5,910
2,675 2,485 0 5 5,165 6,267
2,350 2,000 180 0 4,530 5,827
1,350 1,380 100 0 2,830 3,527
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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