AoeStats
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Arabia

509448620Analyzed
3v3 RM · 5d ago on Sep 26, 2026· 22m 44s· 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
🇷🇺 Japanese · Russia
1246
+14
🇨🇳 Varangians · China
1205
+16
🇪🇸 Maya · Spain
1180
+17
🇨🇳 Khmer · China
1277
-20
🇮🇹 Varangians · Italy
1244
-17
🇮🇹 Varangians · Italy
1067
-10
Player eAPM Actions Feudal Castle Imperial Opening
46 1,055 10:21 — — ⚔ Scout Rush
46 1,040 9:10 — — ⚔ Scouts into Archers into Skirms
45 1,029 15:52 20:12 — ⛏ Fast Castle
36 816 9:19 22:36 — ⚔ Archer Rush
34 777 10:22 16:31 — ⛏ Fast Castle
26 582 9:48 — — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,365 3,119 350 0 9,834 12,199
4,695 3,113 875 100 8,783 9,218
5,050 3,195 535 0 8,780 10,592
3,555 3,382 1,710 0 8,647 9,678
4,000 2,676 250 325 7,251 6,926
3,555 2,886 230 125 6,796 7,392
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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