AoeStats
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Arabia

509259280Analyzed
3v3 RM · 4d ago on Sep 26, 2026· 35m 7s· 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
🇺🇸 Romans · United States
596
+16
🇺🇸 Vikings · United States
532
+18
🇺🇸 Vietnamese · United States
530
+18
🇧🇷 Varangians · Brazil
635
-19
🇧🇷 Saxons · Brazil
574
-17
🇧🇷 Georgians · Brazil
549
-16
Player eAPM Actions Feudal Castle Imperial Opening
17 591 12:27 30:46 — ⚔ M@A Rush
15 532 14:53 — — ⚔ Drush
12 431 14:45 — — ⚔ Archer Rush
10 342 16:30 — — ⚔ M@A Rush
8 277 14:49 31:26 — ⚔ Drush
7 261 15:24 28:39 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,940 3,315 2,220 0 14,475 16,880
8,245 3,680 1,985 0 13,910 15,607
5,800 4,290 965 210 11,265 14,292
5,560 3,321 1,300 165 10,346 12,626
5,470 3,450 1,025 0 9,945 10,594
2,525 3,249 895 435 7,104 7,555
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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