AoeStats
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Arabia

505152142Analyzed
3v3 RM · 2mo ago on Sep 8, 2026· 32m 57s· 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
🇨🇦 Vietnamese · Canada
1224
+16
🇲🇽 Mapuche · Mexico
1215
+17
🇺🇸 Spanish · United States
1190
+18
vs
🇦🇷 Slavs · Argentina
1279
-19
🇨🇴 Saracens · Colombia
1221
-17
🇲🇽 Burmese · Mexico
1184
-15
Player eAPM Actions Feudal Castle Imperial Opening
57 1,889 10:39 26:01 — ⚔ Archer Rush
55 1,806 10:29 23:02 32:29 ⚔ Skirms into Archers
41 1,348 9:40 21:10 — ⚔ Scout Rush
35 1,167 11:57 16:17 — ⛏ Fast Castle
34 1,133 10:14 26:45 — ⚔ Scout Rush
30 979 9:28 19:05 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,715 8,424 3,410 850 20,399 21,021
7,850 7,951 3,660 775 20,236 21,163
6,635 6,501 2,200 2,050 17,386 19,034
8,310 4,647 1,870 1,430 16,257 16,951
5,325 6,356 3,535 660 15,876 17,803
6,780 4,630 1,645 870 13,925 14,743
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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