AoeStats
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Arabia

510008190Analyzed
3v3 RM · 3d ago on Sep 29, 2026· 36m 1s· 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 · Argentina
1258
+16
🇦🇷 Lithuanians · Argentina
1236
+16
🇦🇷 Cumans · Argentina
1182
+19
🇨🇱 Lithuanians · Chile
1264
-23
🇲🇽 Burmese · Mexico
1247
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🇺🇸 Khitans · United States
1223
-16
Player eAPM Actions Feudal Castle Imperial Opening
48 1,744 9:59 29:52 — ⛏ Fast Castle
40 1,442 9:53 24:01 — ⚔ M@A into Archers
36 1,308 8:55 26:34 — ⚔ Scout Rush
35 1,271 9:34 20:52 — ⚔ Scout Rush
34 1,242 9:33 24:26 — ⚔ Scout Rush
24 872 10:25 24:03 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,970 10,001 3,885 200 23,056 23,979
8,930 7,613 2,455 1,415 20,413 21,085
11,640 4,559 1,560 200 17,959 19,464
9,130 4,990 3,500 100 17,720 20,705
6,175 6,865 1,700 950 15,690 16,715
5,455 5,408 1,660 125 12,648 13,117
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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