AoeStats
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Arabia

506880139Analyzed
3v3 RM · 17d ago on Sep 15, 2026· 22m 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
🇦🇷 Burmese · Argentina
1127
+17
🇨🇱 Mongols · Chile
1125
+17
🇨🇱 Chinese · Chile
1061
+20
🇹🇷 Mongols · Türkiye
1157
-18
🇦🇹 Ethiopians · Austria
1152
-18
🇫🇷 Hindustanis · France
1147
-18
Player eAPM Actions Feudal Castle Imperial Opening
34 765 10:13 — — ⚔ Scout Rush
32 716 10:35 15:02 — ⛏ Fast Castle
31 707 10:12 — — ⚔ Archer Rush
25 558 10:36 21:48 — ⚔ Scout Rush
24 541 11:41 — — ⚔ Archers into Skirms
12 261 10:53 16:44 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,855 4,150 350 50 10,405 10,571
4,125 4,424 1,830 0 10,379 12,587
5,305 3,731 730 200 9,966 10,621
4,250 3,316 1,065 650 9,281 9,519
3,305 3,305 770 125 7,505 7,549
2,400 1,335 340 35 4,110 5,418
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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