AoeStats
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Arabia

509520182Analyzed
3v3 RM · 5d ago on Sep 27, 2026· 28m 0s· 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
🇨🇱 Bulgarians · Chile
1078
+12
🇵🇪 Burgundians · Peru
1024
+14
🇨🇱 Britons · Chile
993
+16
🇲🇽 Mongols · Mexico
999
-14
🇲🇽 Franks · Mexico
978
-14
🇲🇽 Khmer · Mexico
977
-14
Player eAPM Actions Feudal Castle Imperial Opening
50 1,404 10:44 — — ⚔ Scout Rush
47 1,323 10:20 23:45 — ⚔ M@A FC
36 998 9:57 24:45 — ⚔ Scouts into Skirms
35 971 9:49 21:27 — ⚔ Drush
35 973 9:08 22:53 — ⚔ Archer Rush
24 664 11:38 25:30 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,220 3,635 1,635 750 12,240 12,924
6,435 3,989 1,050 450 11,924 13,367
5,395 4,225 2,075 100 11,795 12,011
5,980 3,639 150 0 9,769 10,689
5,325 3,870 430 0 9,625 11,582
4,455 2,670 600 0 7,725 8,626
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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