AoeStats
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Arabia

503754396Analyzed
3v3 RM · 6d ago on Sep 2, 2026· 24m 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
🇺🇸 Bohemians · United States
628
+10
🇺🇸 Bulgarians · United States
617
+11
🇺🇸 Khmer · United States
601
+11
🇧🇷 Inca · Brazil
575
-14
🇨🇱 Turks · Chile
469
-10
🇲🇽 Celts · Mexico
444
-9
Player eAPM Actions Feudal Castle Imperial Opening
46 1,105 9:38 ⚔ Scout Rush
30 732 11:18
23 545 11:50 22:29 ⚔ Drush
22 531 10:35 23:09 ⚔ Scout Rush
13 316 11:29 21:46 ⛏ Fast Castle
11 266 14:11 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,245 2,521 350 0 7,116 10,092
3,910 2,957 200 0 7,067 8,457
3,800 2,625 495 100 7,020 7,418
3,860 2,266 400 5 6,531 7,540
2,910 1,895 165 0 4,970 5,360
2,490 1,886 335 0 4,711 5,215
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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