AoeStats
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Arabia

503502837Analyzed
3v3 RM · 9d ago on Sep 1, 2026· 50m 7s· 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
1169
+11
🇵🇪 Vikings · Peru
1028
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🇵🇪 Bohemians · Peru
868
+24
🇦🇷 Mongols · Argentina
1065
-18
🇦🇷 Franks · Argentina
1063
-18
🇦🇷 Inca · Argentina
1038
-17
Player eAPM Actions Feudal Castle Imperial Opening
37 1,833 9:11 23:12 39:18 ⚔ Scout Rush
34 1,709 12:09 26:49 44:48 ⚔ Scout Rush
28 1,414 11:55 23:33
26 1,281 10:25 20:31 41:26 ⛏ Fast Castle
24 1,223 9:49 23:18 41:26 ⚔ Scout Rush
21 1,077 9:55 24:36 46:41

Resources

Player Food Wood Gold Stone Spent Collected
19,735 12,525 8,095 2,450 42,805 48,444
12,875 15,714 9,805 2,250 40,644 41,569
13,030 13,352 6,500 1,935 34,817 40,464
16,125 8,896 7,570 1,600 34,191 38,747
13,135 10,751 3,540 3,550 30,976 37,681
7,005 8,425 4,120 2,075 21,625 23,336
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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