AoeStats
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Arabia

503428556Analyzed
3v3 RM · 2mo ago on Aug 31, 2026· 16m 54s· 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
🇮🇳 Bulgarians · India
773
+15
🇺🇸 Franks · United States
762
+15
🇺🇸 Vietnamese · United States
717
+17
vs
🇺🇸 Romans · United States
822
-19
🇨🇱 Persians · Chile
718
-15
🇬🇧 Turks · United Kingdom
705
-14
Player eAPM Actions Feudal Castle Imperial Opening
35 593 10:56 — — ⚔ Scout Rush
23 396 11:23 — —
22 364 11:06 — —
13 219 12:38 — — ⚔ Drush
13 228 12:32 — —
12 211 11:15 — — ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
3,300 1,220 365 75 4,960 5,635
2,040 2,155 120 95 4,410 4,496
2,540 1,748 50 0 4,338 5,850
2,325 1,931 50 0 4,306 5,521
2,195 1,590 50 0 3,835 4,446
2,075 1,420 0 0 3,495 5,119
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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