AoeStats
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Arabia

509647275Analyzed
3v3 RM · 3d ago on Sep 27, 2026· 27m 30s· 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
🇹🇼 Ethiopians · Taiwan
1357
+10
🇹🇼 Khmer · Taiwan
1349
+11
🇹🇼 Romans · Taiwan
1120
+19
🇫🇷 Teutons · France
1341
-18
🇺🇸 Chinese · United States
1243
-14
🇫🇷 Khmer · France
1082
-8
Player eAPM Actions Feudal Castle Imperial Opening
64 1,749 9:21 20:25 — ⚔ Scout Rush
47 1,285 9:23 23:58 — ⚔ Archer Rush
41 1,127 9:35 — — ⚔ M@A into Skirms
38 1,049 10:34 — — ⚔ Archer Rush
34 936 9:32 21:29 — ⚔ Skirmisher Rush
25 678 9:58 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,015 3,814 3,950 100 18,879 19,798
7,205 4,650 1,900 100 13,855 14,615
4,745 4,996 3,350 195 13,286 13,467
6,500 4,480 940 5 11,925 12,470
4,730 3,495 190 0 8,415 9,451
3,270 3,649 1,490 0 8,409 9,380
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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