AoeStats
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Arabia

509219325Analyzed
3v3 RM · 5d ago on Sep 25, 2026· 33m 30s· 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
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1558
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1479
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1478
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1468
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1427
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🇨🇴 Byzantines · Colombia
1350
-10
Player eAPM Actions Feudal Castle Imperial Opening
55 1,845 9:05 23:56 — ⚔ Scout Rush
53 1,767 11:00 25:11 — ⚔ Archer Rush
50 1,683 9:37 24:42 — ⚔ Archer Rush
44 1,483 8:40 27:52 — ⚔ Scout Rush
43 1,440 9:31 24:44 — ⚔ M@A into Skirms
38 1,275 9:41 21:12 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,990 7,738 3,995 325 21,048 23,029
11,855 5,406 2,750 200 20,211 21,537
10,720 7,302 2,025 125 20,172 20,874
7,070 7,340 3,750 300 18,460 19,691
5,835 6,867 3,345 100 16,147 18,398
7,285 5,056 750 465 13,556 13,750
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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