AoeStats
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Arabia

503409300Analyzed
3v3 RM · 10d ago on Aug 31, 2026· 49m 52s· 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
🇮🇳 Khmer · India
696
+7
599
+11
🇮🇳 Chinese · India
535
+14
🇧🇷 Bohemians · Brazil
509
-11
🇺🇸 Gurjaras · United States
496
-11
🇨🇦 Koreans · Canada
442
-9
Player eAPM Actions Feudal Castle Imperial Opening
23 1,131 14:35 21:04 33:46 ⚔ FC into Scouts
18 906 15:11 26:38 ⛏ Fast Castle
16 813 16:01 33:28 45:19 ⚔ Drush into Archers
16 794 13:47 21:07 38:02 ⛏ Fast Castle
14 696 13:10 23:00 48:20
7 370 12:10 22:44 37:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,875 12,420 12,645 2,640 49,580 62,401
14,695 9,305 4,810 2,530 31,340 39,824
14,345 6,625 6,510 3,525 31,005 35,289
11,130 10,485 6,485 2,785 30,885 32,803
9,840 12,310 6,495 830 29,475 33,088
12,555 10,330 3,515 390 26,790 32,139
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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