AoeStats
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Arabia

503069981Analyzed
3v3 RM · 11d ago on Aug 30, 2026· 33m 44s· 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
🇨🇳 Slavs · China
1312
+9
🇭🇰 Britons · Hong Kong SAR China
1280
+11
🇨🇳 Huns · China
1252
+26
🇲🇽 Magyars · Mexico
1168
-11
🇲🇽 Shu · Mexico
1162
-11
🇲🇽 Japanese · Mexico
1150
-10
Player eAPM Actions Feudal Castle Imperial Opening
61 2,073 11:14 23:24 ⚔ M@A into Archers
52 1,765 9:59 23:44 ⚔ Scout Rush
39 1,308 9:21 23:11 ⚔ Scout Rush
38 1,288 10:04 22:37 ⚔ M@A into Archers
32 1,075 11:19 24:24 ⚔ Skirmisher Rush
26 867 10:41 28:35 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
9,320 8,659 4,255 950 23,184 24,215
10,330 5,448 4,720 200 20,698 22,314
7,975 7,046 3,645 525 19,191 20,459
9,615 4,974 3,220 0 17,809 19,041
7,675 7,335 1,400 1,100 17,510 18,484
4,275 4,051 1,115 175 9,616 10,157
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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