AoeStats
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Arabia

513477272Analyzed
3v3 RM · 3d ago on Oct 13, 2026· 41m 45s· 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
🇨🇴 Maya · Colombia
935
+14
🇺🇸 Chinese · United States
911
+15
🇩🇪 Vietnamese · Germany
869
+18
vs
🇮🇹 Armenians · Italy
913
-16
🇮🇹 Japanese · Italy
900
-16
🇮🇹 Turks · Italy
883
-15
Player eAPM Actions Feudal Castle Imperial Opening
27 1,147 11:18 22:35 40:03 ⛏ Fast Castle
23 977 10:19 26:07 37:49 ⚔ Archer Rush
19 811 9:35 22:08 34:32 ⚔ Scout Rush
17 711 12:12 29:02 — ⚔ M@A Rush
16 687 17:34 25:43 — ⛏ Fast Castle
16 660 12:10 21:45 37:51

Resources

Player Food Wood Gold Stone Spent Collected
17,250 17,642 7,425 2,040 44,357 48,055
12,695 9,635 5,110 950 28,390 33,931
10,890 9,269 5,815 1,445 27,419 30,054
11,600 9,295 3,840 1,575 26,310 29,557
8,665 5,996 2,000 1,590 18,251 21,117
7,755 4,739 2,440 2,305 17,239 23,552
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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