AoeStats
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Arabia

503275157Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 50m 55s· 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
🇦🇷 Vietnamese · Argentina
1275
+14
🇦🇷 Khitans · Argentina
1204
+17
🇦🇷 Franks · Argentina
1179
+18
🇺🇸 Franks · United States
1274
-19
🇨🇴 Vietnamese · Colombia
1242
-17
🇧🇷 Britons · Brazil
1176
-14
Player eAPM Actions Feudal Castle Imperial Opening
55 2,808 9:55 21:36 43:53 ⚔ Scout Rush
47 2,416 9:45 24:10 43:33 ⚔ Archers into Skirms
44 2,258 8:48 25:47 45:51 ⚔ Scout Rush
43 2,194 9:56 26:58 45:55 ⚔ Archer Rush
42 2,122 8:56 27:34 41:16 ⚔ M@A into Scouts
33 1,699 10:09 20:48 45:07 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,160 11,487 12,840 1,600 55,087 57,461
23,735 10,199 15,170 1,825 50,929 54,225
18,900 17,418 11,755 1,970 50,043 57,289
25,965 14,551 5,395 1,780 47,691 50,144
13,460 17,800 7,105 1,505 39,870 41,296
11,745 10,472 7,005 1,675 30,897 34,869
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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