AoeStats
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Arabia

503767420Analyzed
3v3 RM · 2mo ago on Sep 2, 2026· 33m 4s· 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
🇺🇸 Mongols · United States
953
+9
🇺🇸 Celts · United States
892
+11
🇪🇸 Japanese · Spain
826
+14
vs
🇲🇽 Teutons · Mexico
875
-15
🇲🇽 Portuguese · Mexico
773
-11
🇲🇽 Spanish · Mexico
717
-9
Player eAPM Actions Feudal Castle Imperial Opening
22 736 10:48 18:41 — ⛏ Fast Castle
20 665 10:00 15:06 — ⛏ Fast Castle
15 502 10:30 26:37 — ⚔ Scout Rush
13 416 10:44 24:10 — ⚔ Skirmisher Rush
12 408 10:22 23:21 — ⚔ Archer Rush
10 341 12:48 19:14 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,285 5,498 1,905 1,500 16,188 18,846
6,550 6,875 1,085 1,160 15,670 19,922
6,955 5,453 1,495 750 14,653 16,826
4,400 5,581 1,635 2,300 13,916 14,341
5,955 4,468 840 650 11,913 12,602
5,370 3,605 1,055 825 10,855 14,659
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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