AoeStats
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Arabia

503745324Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 40m 2s· 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
🇨🇴 Portuguese · Colombia
756
+11
🇨🇴 Poles · Colombia
691
+14
🇨🇴 Wei · Colombia
646
+16
🇺🇸 Bohemians · United States
654
-14
🇺🇸 Vietnamese · United States
641
-13
🇺🇸 Khmer · United States
625
-13
Player eAPM Actions Feudal Castle Imperial Opening
40 1,584 9:54 23:40 ⚔ Scout Rush
33 1,315 10:50 15:28 ⛏ Fast Castle
28 1,122 11:27 24:52 ⚔ Archer Rush
24 965 11:02 24:03 ⚔ Scout Rush
13 505 13:42 31:20 ⚔ Scouts into Skirms
12 490 10:03 32:24 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,750 8,920 7,225 650 20,545 21,026
6,940 7,963 1,975 1,500 18,378 22,295
9,755 4,970 1,850 225 16,800 19,287
8,405 4,898 1,375 940 15,618 19,544
5,765 5,257 2,460 850 14,332 15,740
7,820 4,820 885 425 13,950 15,340
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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