AoeStats
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Arabia

508127685Analyzed
3v3 RM · 23d ago on Sep 21, 2026· 29m 53s· 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
🇲🇽 Malay · Mexico
980
+13
🇲🇽 Bulgarians · Mexico
948
+15
🇲🇽 Celts · Mexico
905
+17
vs
🇨🇱 Ethiopians · Chile
949
-46
🇨🇱 Gurjaras · Chile
922
-15
🇨🇱 Persians · Chile
892
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 1,018 9:42 22:52 — ⚔ Skirms into Archers
20 597 10:46 25:52 — ⚔ Scout Rush
20 602 10:14 19:32 — ⛏ Fast Castle
18 527 9:15 21:45 — ⚔ Scout Rush
16 465 11:04 27:34 —
15 446 11:49 18:22 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,705 6,778 1,185 200 15,868 17,454
5,805 4,074 2,085 1,030 12,994 14,642
6,255 4,060 800 200 11,315 12,804
5,580 2,338 1,000 2,050 10,968 11,570
4,980 4,040 350 875 10,245 10,425
5,445 2,380 1,365 0 9,190 11,458
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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