AoeStats
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503933281Analyzed
3v3 RM · 7d ago on Sep 3, 2026· 37m 49s· 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
🇺🇸 Hindustanis · United States
992
+14
🇺🇸 Huns · United States
965
+15
🇺🇸 Poles · United States
937
+15
🇨🇴 Khmer · Colombia
962
-16
🇨🇴 Bohemians · Colombia
952
-15
🇨🇴 Maya · Colombia
906
-13
Player eAPM Actions Feudal Castle Imperial Opening
37 1,386 11:53 25:11 ⚔ Scout Rush
34 1,284 10:17 24:15 ⚔ Scout Rush
30 1,129 10:32 25:00 ⚔ Scout Rush
19 716 11:20 28:16 ⚔ Archer Rush
19 735 10:22 25:50 ⚔ Scout Rush
13 481 12:23 25:19 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,870 9,724 2,135 1,005 25,734 28,110
9,175 7,597 2,255 940 19,967 22,304
12,395 4,765 1,910 100 19,170 20,809
9,540 5,386 3,190 100 18,216 23,645
8,090 5,415 645 750 14,900 18,535
6,805 5,050 1,015 200 13,070 14,558
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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