AoeStats
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Arabia

503676894Analyzed
3v3 RM · 8d ago on Sep 1, 2026· 33m 22s· 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
🇳🇴 Vietnamese · Norway
1046
+14
🇳🇴 Spanish · Norway
1043
+14
🇳🇴 Italians · Norway
991
+17
🇩🇪 Huns · Germany
1013
-15
🇩🇪 Spanish · Germany
1001
-15
🇬🇧 Turks · United Kingdom
1000
-45
Player eAPM Actions Feudal Castle Imperial Opening
46 1,533 9:10 22:49 ⚔ Archer Rush
46 1,530 9:44 23:19 ⚔ Archer Rush
37 1,225 9:26 24:24 ⚔ Scout Rush
20 655 10:56 27:48 ⚔ Skirms into Scouts
18 604 11:06 20:44 ⚔ Skirmisher Rush
9 285 21:54 ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
8,695 7,279 3,540 200 19,714 21,325
9,310 6,469 1,520 1,465 18,764 20,820
6,825 6,130 1,955 850 15,760 18,680
5,690 4,633 480 0 10,803 11,386
4,845 3,615 1,100 0 9,560 10,036
4,300 2,340 580 0 7,220 7,250
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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