AoeStats
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Arabia

504035869Analyzed
3v3 RM · 28d ago on Sep 3, 2026· 14m 54s· 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
🇹🇼 Malay · Taiwan
1127
+13
🇹🇼 Hindustanis · Taiwan
1113
+14
🇬🇧 Persians · United Kingdom
962
+21
🇲🇽 Burgundians · Mexico
1113
-18
🇲🇽 Berbers · Mexico
1078
-17
🇳🇱 Persians · Netherlands
1012
-13
Player eAPM Actions Feudal Castle Imperial Opening
57 848 9:09 — — ⚔ Scout Rush
44 655 9:51 — — ⚔ Scout Rush
42 619 11:53 — — ⚔ Archer Rush
26 395 12:14 — — ⛏ Fast Castle
16 238 11:28 — —
10 149 11:26 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,045 2,275 50 0 4,370 4,979
2,500 1,523 250 0 4,273 4,837
2,335 1,715 0 65 4,115 4,689
2,445 1,382 50 0 3,877 4,740
2,015 1,808 50 0 3,873 4,205
1,650 1,046 185 0 2,881 3,354
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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