AoeStats
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Arabia

507189944Analyzed
3v3 RM · 16d ago on Sep 17, 2026· 26m 14s· 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
🇧🇷 Mongols · Brazil
1676
+9
🇧🇷 Ethiopians · Brazil
1585
+13
🇧🇷 Gurjaras · Brazil
1318
+22
🇨🇳 Vietnamese · China
1613
-19
🇲🇽 Teutons · Mexico
1490
-14
🇺🇸 Inca · United States
1408
-11
Player eAPM Actions Feudal Castle Imperial Opening
54 1,410 9:20 22:15 — ⚔ Archer Rush
52 1,355 9:01 22:34 — ⚔ Archer Rush
51 1,342 9:21 23:29 — ⚔ Scout Rush
46 1,209 10:33 — — ⚔ Skirms into Archers
41 1,069 10:21 — — ⚔ Archers into Skirms
30 783 9:30 25:13 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,250 5,423 3,780 125 15,578 15,983
7,465 4,559 860 65 12,949 13,567
4,850 5,083 2,660 200 12,793 13,743
6,330 4,598 1,145 200 12,273 12,809
4,000 4,300 2,235 125 10,660 11,376
4,690 4,380 615 250 9,935 11,954
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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