AoeStats
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Arabia

503722967Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 31m 26s· 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
🇨🇱 Burmese · Chile
1012
+16
🇨🇱 Khmer · Chile
967
+18
🇲🇽 Lithuanians · Mexico
961
+18
🇺🇸 Tupi · United States
1022
-18
🇺🇸 Georgians · United States
1006
-17
🇺🇸 Spanish · United States
982
-16
Player eAPM Actions Feudal Castle Imperial Opening
52 1,641 10:45 22:54 ⚔ M@A into Towers into Scouts
48 1,508 9:25 21:15 ⚔ Scout Rush
29 920 10:40 24:14 ⚔ Archer Rush
25 781 11:00 18:45 ⚔ Archer Rush
14 425 12:21 24:13 ⛏ Fast Castle
10 330 12:39 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,885 8,343 4,240 100 19,568 21,352
8,390 5,525 4,190 100 18,205 19,098
8,085 3,880 1,970 1,105 15,040 16,464
5,945 5,289 1,490 100 12,824 14,722
5,740 4,788 1,900 225 12,653 13,020
2,870 2,219 130 250 5,469 6,238
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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