AoeStats
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Arabia

503540843Analyzed
3v3 RM · 8d ago on Sep 1, 2026· 56m 34s· 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
🇨🇱 Lithuanians · Chile
1185
+13
🇨🇱 Koreans · Chile
1098
+17
🇨🇱 Poles · Chile
1085
+18
🇺🇸 Georgians · United States
1141
-17
🇲🇽 Chinese · Mexico
1113
-16
🇲🇽 Lithuanians · Mexico
1111
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 2,400 13:33 17:38 ⛏ Fast Castle
41 2,327 9:46 19:49 45:39 ⚔ FC into Archers
36 2,037 11:23 20:52 42:19 ⚔ Scout Rush
27 1,517 10:59 15:37 44:48 ⛏ Fast Castle
24 1,334 10:33 20:06 38:02 ⚔ Archer Rush
22 1,219 8:52 19:35 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,850 36,917 22,875 4,210 82,852 86,570
26,300 13,460 14,150 2,905 56,815 62,795
19,835 18,839 5,875 4,375 48,924 53,969
22,175 10,798 10,470 3,880 47,323 58,397
11,255 14,990 13,275 1,500 41,020 54,288
11,220 4,990 6,800 100 23,110 26,746
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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