AoeStats
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Arabia

508175603Analyzed
3v3 RM · 26d ago on Sep 21, 2026· 47m 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
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vs
🇹🇼 Vietnamese · Taiwan
976
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🇨🇳 Magyars · China
957
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912
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Player eAPM Actions Feudal Castle Imperial Opening
45 2,163 10:45 18:12 36:40 ⚔ Skirms FC
37 1,773 11:19 22:13 40:54 ⚔ Archers into Skirms
31 1,459 11:39 23:21 35:35 ⛏ Fast Castle
22 1,063 9:32 21:54 38:00
17 835 11:33 20:35 44:35 ⛏ Fast Castle
13 630 10:18 25:46 35:17 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,065 16,660 6,330 2,340 43,395 47,849
16,855 10,660 6,245 4,300 38,060 41,600
15,880 11,600 6,355 1,650 35,485 38,605
11,740 10,888 4,495 5,300 32,423 38,287
14,345 11,920 4,050 1,200 31,515 34,323
8,300 4,860 3,525 1,750 18,435 19,832
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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