AoeStats
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Arabia

510955165Analyzed
3v3 RM · 17h ago on Oct 3, 2026· 18m 43s· 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
🇪🇬 Ethiopians · Egypt
1324
+15
🇪🇬 Khmer · Egypt
1322
+15
🇪🇬 Inca · Egypt
1225
+19
🇭🇰 Varangians · Hong Kong SAR China
1339
-18
🇯🇵 Danes · Japan
1280
-16
🇮🇳 Khmer · India
1277
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 929 9:10 — — ⚔ Archer Rush
41 761 10:13 — — ⚔ Archer Rush
41 760 8:56 — — ⚔ Scout Rush
35 662 9:58 — — ⚔ M@A Rush
25 475 11:30 — — ⚔ Champi Rush
24 453 9:28 12:41 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,100 3,405 1,405 0 7,910 8,540
2,900 2,928 505 135 6,468 7,106
3,445 2,151 0 115 5,711 6,494
2,975 2,265 250 0 5,490 6,555
2,770 1,255 1,045 0 5,070 5,180
2,865 1,315 435 55 4,670 5,074
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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