AoeStats
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Arabia

509259964Analyzed
3v3 RM · 5d ago on Sep 26, 2026· 58m 23s· 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
🇨🇱 Varangians · Chile
1355
+11
🇨🇱 Aztecs · Chile
1290
+14
🇨🇱 Danes · Chile
1182
+19
🇦🇷 Mongols · Argentina
1311
-17
🇦🇷 Khmer · Argentina
1256
-15
🇦🇷 Wei · Argentina
1168
-12
Player eAPM Actions Feudal Castle Imperial Opening
57 3,314 9:33 25:09 43:32 ⚔ Scout Rush
52 3,030 10:09 20:27 40:49
47 2,753 8:53 13:22 40:56 ⛏ Fast Castle
43 2,493 8:37 23:22 38:44 ⚔ Scout Rush
36 2,115 9:00 22:06 39:35 ⚔ Scout Rush
35 2,036 10:18 25:28 42:55 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
44,770 17,311 25,690 3,550 91,321 96,539
32,950 15,915 17,680 1,115 67,660 69,873
22,915 16,470 19,175 3,095 61,655 67,949
20,790 16,317 11,200 4,020 52,327 69,224
22,855 9,582 14,050 2,350 48,837 58,835
21,495 15,957 7,515 2,350 47,317 48,021
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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