AoeStats
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Arabia

509524504Analyzed
3v3 RM · 6d ago on Sep 27, 2026· 21m 9s· 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 · United States
815
+12
🇺🇸 Mongols · United States
808
+13
🇺🇸 Varangians · United States
791
+13
🇨🇱 Britons · Chile
789
-14
🇨🇱 Mongols · Chile
769
-14
🇨🇱 Khmer · Chile
646
-10
Player eAPM Actions Feudal Castle Imperial Opening
31 658 10:21 19:40 — ⛏ Fast Castle
22 456 11:10 — — ⚔ Skirmisher Rush
22 460 12:33 — — ⚔ M@A Rush
18 386 10:29 — — ⚔ Archer Rush
15 318 10:33 — — ⚔ Scout Rush
11 226 10:17 20:55 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,275 3,321 1,020 0 8,616 9,069
3,605 2,874 170 10 6,659 7,468
3,925 2,455 200 0 6,580 7,869
3,900 2,194 250 0 6,344 8,281
3,150 2,754 250 145 6,299 7,458
3,045 1,525 250 100 4,920 4,687
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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