AoeStats
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Arabia

510249716Analyzed
3v3 RM · 2d ago on Sep 30, 2026· 26m 28s· 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
🇭🇰 Poles · Hong Kong SAR China
1125
+9
🇦🇷 Britons · Argentina
1050
+12
🇨🇳 Slavs · China
1016
+12
🇦🇺 Wei · Australia
972
-12
🇵🇰 Inca · Pakistan
950
-11
🇺🇸 Romans · United States
935
-10
Player eAPM Actions Feudal Castle Imperial Opening
70 1,861 11:05 23:20 — ⚔ M@A into Archers
43 1,131 10:23 23:45 — ⚔ Archers into Skirms
40 1,072 11:31 22:46 — ⚔ Scout Rush
30 800 12:02 — —
22 587 11:23 24:19 — ⚔ M@A into Scouts
21 567 10:09 — —

Resources

Player Food Wood Gold Stone Spent Collected
8,310 4,490 760 100 13,660 14,435
5,200 4,744 2,140 0 12,084 13,628
6,020 3,725 900 875 11,520 12,294
6,625 2,195 250 560 9,630 11,202
4,215 2,520 845 0 7,580 7,516
3,300 2,205 380 0 5,885 6,646
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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