AoeStats
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Arabia

503184254Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 42m 57s· 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 · Japan
954
+15
🇸🇰 Burmese · Slovakia
952
+15
🇫🇷 Ethiopians · France
947
+15
🇫🇮 Maya · Finland
928
-15
🇫🇷 Mongols · France
920
-15
🇲🇽 Poles · Mexico
918
-14
Player eAPM Actions Feudal Castle Imperial Opening
28 1,194 9:48 22:42 38:40 ⚔ Archer Rush
24 1,029 9:44 24:11 39:24 ⚔ M@A Rush
22 933 10:37 30:24
20 877 9:53 25:43 ⚔ Archers into Skirms into Scouts
14 598 10:50 21:01 34:32 ⚔ Scout Rush
13 573 10:44 23:31 32:22 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,165 15,551 10,920 750 38,386 39,678
13,745 9,675 5,700 2,285 31,405 36,894
13,605 7,866 6,370 2,950 30,791 35,683
11,845 10,670 1,975 2,180 26,670 29,586
9,035 8,038 3,075 875 21,023 23,463
9,795 6,392 2,860 1,500 20,547 24,780
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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