AoeStats
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Arabia

503254092Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 34m 11s· 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
🇨🇴 Magyars · Colombia
1022
+13
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988
+14
🇨🇴 Mapuche · Colombia
933
+17
🇺🇸 Celts · United States
1006
-17
🇺🇸 Franks · United States
933
-19
🇺🇸 Portuguese · United States
910
-13
Player eAPM Actions Feudal Castle Imperial Opening
42 1,439 9:38 26:20 ⚔ Scout Rush
39 1,324 10:52 23:49 ⚔ Scout Rush
32 1,107 11:14 21:09 ⚔ Archer Rush
30 1,019 11:53 16:32 ⛏ Fast Castle
29 975 11:49 16:38 ⛏ Fast Castle
10 341 12:35 20:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,920 8,212 8,225 200 35,557 36,581
6,440 6,316 1,970 970 15,696 17,070
6,265 3,367 800 750 11,182 14,532
5,315 3,707 625 780 10,427 12,015
5,450 3,411 1,215 100 10,176 10,873
2,700 2,341 1,300 650 6,991 7,110
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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