AoeStats
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Arabia

510418859Analyzed
3v3 RM · 13h ago on Sep 30, 2026· 15m 15s· 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
1296
+15
🇵🇪 Franks · Peru
1291
+15
🇺🇸 Burgundians · United States
1265
+16
🇦🇷 Berbers · Argentina
1299
-18
🇦🇷 Japanese · Argentina
1274
-15
🇦🇷 Ethiopians · Argentina
1224
-13
Player eAPM Actions Feudal Castle Imperial Opening
66 1,000 10:03 — — ⚔ Scout Rush
48 734 8:52 — — ⚔ Scouts into Skirms
48 738 9:14 — — ⚔ Scout Rush
41 626 10:08 — — ⚔ M@A Rush
39 589 9:38 — — ⚔ Scout Rush
21 322 9:57 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,020 2,175 50 0 5,245 5,422
2,975 1,872 50 0 4,897 4,767
2,585 2,016 240 0 4,841 5,384
2,750 1,983 50 0 4,783 5,031
2,315 1,940 50 0 4,305 4,317
2,350 1,532 410 0 4,292 5,177
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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