AoeStats
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Arabia

508307306Analyzed
3v3 RM · 24d ago on Sep 21, 2026· 46m 22s· 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
🇨🇳 Mapuche · China
1323
+13
🇺🇸 Franks · United States
1306
+14
🇪🇸 Spanish · Spain
1291
+15
vs
🇧🇪 Japanese · Belgium
1314
-16
🇺🇸 Ethiopians · United States
1279
-15
🇬🇧 Persians · United Kingdom
1192
-11
Player eAPM Actions Feudal Castle Imperial Opening
50 2,306 10:11 20:50 35:34 ⚔ Archer Rush
49 2,290 9:08 20:08 38:56 ⚔ Scout Rush
45 2,084 9:03 20:23 — ⚔ Scout Rush
36 1,654 8:50 20:07 33:35 ⚔ Skirmisher Rush
32 1,488 10:35 25:52 45:18 ⚔ Archers into Skirms
31 1,426 10:15 28:22 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,545 13,760 15,195 850 53,350 54,396
22,990 8,044 12,800 2,250 46,084 47,287
16,690 16,219 9,475 2,450 44,834 45,432
13,060 15,991 11,200 1,835 42,086 43,802
16,615 11,320 8,135 1,945 38,015 41,200
6,760 9,095 5,185 300 21,340 22,070
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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