AoeStats
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Arabia

510478792Analyzed
3v3 RM · 21h ago on Oct 1, 2026· 45m 11s· 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
🇲🇽 Tatars · Mexico
1076
+15
🇩🇪 Franks · Germany
1054
+16
🇲🇽 Goths · Mexico
1047
+16
🇨🇳 Japanese · China
1126
-19
🇦🇷 Teutons · Argentina
1032
-15
🇦🇺 Vikings · Australia
987
-13
Player eAPM Actions Feudal Castle Imperial Opening
29 1,326 10:57 15:37 36:08 ⛏ Fast Castle
29 1,325 11:29 18:24 36:42 ⛏ Fast Castle
25 1,139 11:12 — — ⚔ M@A Rush
24 1,094 9:41 18:14 — ⛏ Fast Castle
21 943 11:01 16:59 31:10 ⛏ Fast Castle
15 663 11:32 22:33 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
36,130 8,760 9,800 3,420 58,110 60,082
23,670 13,307 8,515 1,950 47,442 50,277
16,950 8,056 10,145 200 35,351 37,335
7,535 8,049 3,975 935 20,494 27,577
4,895 3,732 820 135 9,582 9,970
3,350 2,735 345 130 6,560 8,013
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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