AoeStats
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Arabia

506897664Analyzed
3v3 RM · 15d ago on Sep 15, 2026· 34m 16s· 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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1231
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1204
+15
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1143
+18
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1341
-22
🇦🇷 Vietnamese · Argentina
1148
-14
🇦🇷 Britons · Argentina
1055
-11
Player eAPM Actions Feudal Castle Imperial Opening
64 2,202 9:22 24:52 — ⚔ Archer Rush
48 1,633 8:59 23:43 — ⚔ Scout Rush
42 1,441 9:19 26:55 — ⚔ Scout Rush
28 975 10:59 21:19 — ⚔ Archer Rush
26 901 9:23 28:05 — ⚔ Archers into Skirms
23 792 10:31 24:44 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
9,175 8,672 7,310 850 26,007 26,808
13,105 6,079 3,875 200 23,259 23,533
12,140 6,844 3,085 200 22,269 22,554
8,725 7,280 3,215 1,075 20,295 22,255
5,595 7,354 2,335 100 15,384 16,803
3,880 4,077 1,780 0 9,737 10,173
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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