AoeStats
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Arabia

510459061Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 50m 35s· 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
🇲🇽 Cumans · Mexico
910
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887
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882
+18
🇺🇸 Franks · United States
945
-17
🇺🇸 Bulgarians · United States
930
-18
🇺🇸 Danes · United States
883
-16
Player eAPM Actions Feudal Castle Imperial Opening
45 2,266 12:24 23:12 40:05 ⚔ M@A into Scouts
39 1,952 13:32 26:10 — ⚔ Drush into Towers
36 1,809 10:21 26:02 —
24 1,214 12:02 32:12 40:37
24 1,201 9:42 23:56 41:50 ⚔ Scout Rush
18 935 10:34 17:54 36:31 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,540 13,018 15,300 1,580 52,438 63,748
19,160 12,547 10,975 1,600 44,282 47,690
20,850 10,741 8,980 2,150 42,721 44,790
11,970 10,180 4,800 850 27,800 32,947
14,405 9,007 1,860 2,150 27,422 38,160
8,415 4,565 3,500 2,700 19,180 20,674
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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