AoeStats
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Arabia

506033603Analyzed
3v3 RM · 20d ago on Sep 12, 2026· 37m 46s· 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
🇺🇾 Shu · Uruguay
1525
+16
🇦🇷 Britons · Argentina
1516
+16
🇦🇷 Magyars · Argentina
1457
+19
🇺🇸 Japanese · United States
1601
-21
🇺🇸 Persians · United States
1507
-16
🇺🇸 Ethiopians · United States
1449
-14
Player eAPM Actions Feudal Castle Imperial Opening
83 3,137 9:16 24:17 — ⚔ Scout Rush
83 3,147 9:22 29:23 — ⚔ Scout Rush
80 3,040 9:50 21:48 — ⚔ Drush into Archers
70 2,630 9:19 25:06 — ⚔ Archer Rush
68 2,563 9:38 24:40 — ⚔ Archer Rush
37 1,400 9:02 29:44 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,980 11,681 5,925 1,175 27,761 29,992
16,775 6,101 1,855 850 25,581 26,018
12,590 6,393 5,525 325 24,833 25,078
7,500 10,474 5,625 850 24,449 27,246
7,375 8,785 4,425 330 20,915 22,484
6,385 7,352 5,145 250 19,132 21,649
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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