AoeStats
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QS Arena

503161164Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 26m 59s· 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
🇩🇪 Malay · Germany
895
+13
🇷🇺 Teutons · Russia
791
+18
🇸🇪 Spanish · Sweden
781
+19
🇨🇳 Armenians · China
881
-19
🇵🇹 Mongols · Portugal
842
-17
🇨🇳 Ethiopians · China
787
-14
Player eAPM Actions Feudal Castle Imperial Opening
31 850 8:29 15:07 ⛏ Fast Castle
30 798 7:55 22:27 ⚔ Skirmisher Rush
15 403 7:10 16:25 ⛏ Fast Castle
14 372 8:47 22:04 ⚔ Skirmisher Rush
13 356 10:04 ⚔ Scout Rush
12 328 10:05 14:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,725 5,480 1,200 1,050 15,455 20,439
6,880 4,580 1,275 100 12,835 14,312
6,145 3,235 2,105 750 12,235 14,146
6,375 4,430 515 0 11,320 16,485
4,400 3,650 670 650 9,370 10,661
4,265 3,360 310 1,280 9,215 9,232
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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