AoeStats
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Arabia

503919082Analyzed
3v3 RM · 1mo ago on Sep 3, 2026· 29m 53s· 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 · Argentina
1739
+7
🇦🇷 Japanese · Argentina
1675
+10
🇦🇷 Franks · Argentina
1566
+14
🇦🇷 Franks · Argentina
1566
-12
🇦🇷 Dravidians · Argentina
1558
-11
🇲🇽 Koreans · Mexico
1457
-8
Player eAPM Actions Feudal Castle Imperial Opening
91 2,706 8:47 23:36 — ⚔ Archer Rush
83 2,491 9:27 24:50 — ⚔ Archer Rush
72 2,157 8:43 24:53 — ⚔ Scout Rush
69 2,053 9:06 25:15 — ⚔ M@A into Archers
37 1,115 9:01 23:58 — ⚔ Scout Rush
35 1,045 9:59 27:10 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
6,160 5,463 4,270 0 15,893 16,588
5,850 6,386 3,525 100 15,861 16,282
7,985 4,715 2,725 100 15,525 15,543
5,250 6,198 3,620 125 15,193 15,607
7,820 4,372 2,395 100 14,687 15,431
5,150 5,100 1,480 125 11,855 12,237
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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