AoeStats
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Arabia

510723294Analyzed
3v3 RM · 19h ago on Oct 2, 2026· 70m 37s· 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
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1072
+12
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1033
+14
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839
+21
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1029
-18
🇻🇳 Poles · Vietnam
969
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🇬🇧 Vietnamese · United Kingdom
925
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 3,612 9:50 23:27 39:10 ⚔ Scouts into Skirms
42 2,958 11:29 23:32 41:58 ⚔ Skirmisher Rush
41 2,886 9:22 24:13 37:50 ⚔ Scouts into Archers
40 2,858 10:39 21:58 38:32 ⚔ Scout Rush
24 1,678 10:40 21:52 55:29 ⚔ Archers into Skirms
19 1,345 11:48 21:54 40:34

Resources

Player Food Wood Gold Stone Spent Collected
79,875 19,244 3,370 850 103,339 114,454
35,560 21,020 21,695 4,850 83,125 92,228
27,300 32,162 8,070 2,325 69,857 76,317
33,480 18,096 11,295 1,600 64,471 79,717
20,695 17,115 14,155 1,575 53,540 58,372
10,625 17,342 9,170 2,475 39,612 42,529
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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