AoeStats
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Arabia

503279512Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 101m 12s· 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
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805
+17
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790
+18
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720
+21
🇦🇷 Lithuanians · Argentina
851
-20
🇦🇷 Malay · Argentina
846
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🇦🇷 Inca · Argentina
816
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Player eAPM Actions Feudal Castle Imperial Opening
46 4,612 10:43 29:05 ⚔ Archer Rush
46 4,676 9:36 22:58 44:34 ⚔ Scout Rush
29 2,943 11:04 17:19 42:59 ⚔ FC into Archers
28 2,844 8:53 23:49 54:30 ⚔ Skirmisher Rush
17 1,684 8:49 44:23 72:58
15 1,550 11:08 23:39 34:41 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
62,995 45,239 37,485 6,300 152,019 184,003
63,170 42,645 11,475 4,910 122,200 124,171
39,595 46,941 29,830 4,890 121,256 131,838
42,400 33,395 16,700 3,705 96,200 110,218
17,900 14,485 9,545 2,670 44,600 45,725
15,040 13,975 5,045 2,135 36,195 39,990
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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