AoeStats
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Arabia

503352413Analyzed
3v3 RM · 1mo ago on Aug 31, 2026· 28m 35s· 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
🇦🇺 Maya · Australia
1389
+9
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1389
+9
🇭🇰 Khmer · Hong Kong SAR China
1184
+18
🇪🇸 Italians · Spain
1260
-13
🇬🇷 Burgundians · Greece
1257
-13
🇳🇿 Koreans · New Zealand
1152
-9
Player eAPM Actions Feudal Castle Imperial Opening
65 1,860 9:22 26:16 — ⚔ Archer Rush
50 1,420 8:06 20:22 — ⚔ Scout Rush
47 1,353 8:56 23:21 — ⚔ Scout Rush
26 738 11:31 26:14 — ⛏ Fast Castle
25 701 14:15 24:12 —
20 573 10:02 20:12 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,280 5,703 3,230 200 18,413 18,504
9,335 5,058 1,495 750 16,638 17,040
5,000 5,357 3,330 0 13,687 14,635
4,915 4,614 2,130 0 11,659 13,251
4,290 5,217 1,880 165 11,552 11,777
3,625 2,649 375 125 6,774 8,371
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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