AoeStats
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Arabia

510175035Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 42m 44s· 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
🇦🇹 Vietnamese · Austria
1005
+14
🇫🇷 Lithuanians · France
992
+14
🇺🇸 Dravidians · United States
968
+15
🇦🇷 Tupi · Argentina
1096
-20
🇨🇱 Romans · Chile
927
-13
🇦🇷 Franks · Argentina
837
-28
Player eAPM Actions Feudal Castle Imperial Opening
22 961 10:18 20:28 37:03 ⚔ Archer Rush
22 950 10:48 17:59 34:45
19 828 11:00 26:12 — ⚔ Scout Rush
18 778 12:37 29:01 — ⚔ Archer Rush
14 616 9:48 17:16 39:23 ⛏ Fast Castle
13 577 11:03 26:10 — ⚔ Champi Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,020 11,976 4,260 1,530 29,786 31,189
10,310 8,529 5,635 980 25,454 28,358
10,835 3,725 6,870 1,400 22,830 27,236
8,375 8,621 4,270 1,300 22,566 29,522
8,955 4,974 2,270 650 16,849 18,346
8,415 5,130 340 135 14,020 15,108
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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