AoeStats
← Mycorrhizal

Arabia

509945274Analyzed
3v3 RM · 3d ago on Sep 28, 2026· 27m 34s· 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
🇨🇦 Ethiopians · Canada
1481
+12
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1427
+14
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1370
+17
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1423
-16
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1380
-14
🇧🇷 Saracens · Brazil
1366
-13
Player eAPM Actions Feudal Castle Imperial Opening
58 1,607 9:18 24:11 — ⚔ Scout Rush
57 1,559 9:22 — — ⚔ Scout Rush
54 1,500 9:08 18:56 — ⚔ Archers into Skirms
52 1,428 9:10 25:25 — ⚔ Archer Rush
51 1,410 8:13 27:22 — ⚔ Scout Rush
48 1,337 9:04 21:11 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,910 3,893 2,095 100 14,998 15,080
6,225 5,220 2,580 325 14,350 15,804
5,615 5,281 2,850 0 13,746 14,594
7,275 5,657 250 100 13,282 13,527
4,850 4,920 2,885 0 12,655 13,326
6,230 4,190 250 125 10,795 12,563
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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