AoeStats
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Arabia

503276878Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 40m 29s· 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
🇲🇽 Turks · Mexico
907
+15
🇲🇽 Franks · Mexico
846
+17
🇲🇽 Franks · Mexico
722
+23
🇺🇸 Italians · United States
989
-23
🇺🇸 Franks · United States
878
-18
🇺🇸 Huns · United States
768
-13
Player eAPM Actions Feudal Castle Imperial Opening
30 1,227 11:05 21:13 ⚔ Archer Rush
25 1,015 11:20 15:51 20:57 ◆ FC into Fast Imp
20 793 10:52 20:16 ⚔ Scout Rush
13 531 13:07 18:12 ⛏ Fast Castle
10 411 13:29 21:02 32:18
6 224 10:43 38:33

Resources

Player Food Wood Gold Stone Spent Collected
11,520 6,155 4,975 1,250 23,900 24,178
8,510 5,949 2,895 1,135 18,489 23,753
8,305 5,763 1,890 2,150 18,108 22,763
7,695 5,320 4,770 250 18,035 19,340
8,850 5,425 2,720 200 17,195 21,001
5,805 3,191 590 650 10,236 11,259
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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