AoeStats
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Arabia

503963356Analyzed
3v3 RM · 6d ago on Sep 3, 2026· 29m 35s· 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
🇲🇽 Bengalis · Mexico
870
+15
🇦🇺 Portuguese · Australia
854
+16
🇺🇸 Mongols · United States
739
+22
🇫🇷 Hindustanis · France
884
-19
🇺🇸 Khmer · United States
865
-24
811
-38
Player eAPM Actions Feudal Castle Imperial Opening
23 687 10:09 ⚔ Scout Rush
20 589 12:27 16:39 ⛏ Fast Castle
20 586 12:50 21:17 ⛏ Fast Castle
19 563 11:43 19:58 ⛏ Fast Castle
17 512 12:27 22:44 ⛏ Fast Castle
17 515 10:55 19:20 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
6,200 5,750 1,765 950 14,665 16,322
4,600 5,283 2,975 650 13,508 15,809
6,715 4,345 810 1,600 13,470 14,888
4,260 3,389 1,035 105 8,789 9,901
4,280 3,730 630 0 8,640 10,113
4,220 3,934 100 0 8,254 11,433
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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