AoeStats
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Arabia

507773223Analyzed
3v3 RM · 12d ago on Sep 19, 2026· 95m 21s· 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
🇲🇽 Slavs · Mexico
1213
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1198
+15
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1011
+53
🇺🇸 Hindustanis · United States
1176
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🇫🇷 Lithuanians · France
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🇩🇪 Ethiopians · Germany
1142
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Player eAPM Actions Feudal Castle Imperial Opening
65 6,200 11:20 16:37 37:59 ⛏ Fast Castle
56 5,339 9:16 21:34 — ⚔ Scout Rush
51 4,834 10:16 24:35 40:06 ⚔ Skirmisher Rush
35 3,341 9:51 28:19 43:42 ⚔ Archer Rush
33 3,162 8:31 22:07 42:24 ⚔ Scout Rush
29 2,797 11:12 22:08 37:55 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
66,470 62,906 12,600 4,900 146,876 153,421
58,565 38,965 36,410 2,580 136,520 168,438
51,410 35,052 29,475 4,800 120,737 137,789
43,035 33,078 36,800 2,250 115,163 120,451
30,595 34,135 15,490 3,605 83,825 85,828
29,330 26,386 7,305 3,660 66,681 69,577
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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