AoeStats
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Arabia

503260569Analyzed
3v3 RM · 1mo ago on Aug 30, 2026· 42m 2s· 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
🇦🇷 Persians · Argentina
1178
+14
🇦🇷 Goths · Argentina
1166
+15
🇦🇷 Japanese · Argentina
1147
+16
🇺🇸 Saracens · United States
1144
-15
🇺🇸 Burgundians · United States
1135
-15
🇦🇺 Wu · Australia
1134
-15
Player eAPM Actions Feudal Castle Imperial Opening
69 2,904 9:24 30:23 — ⚔ Archer Rush
47 1,995 8:59 22:10 39:44 ⚔ Skirmisher Rush
44 1,849 9:44 22:24 39:25 ⚔ Scout Rush
39 1,629 9:34 22:14 39:17 ⚔ M@A into Archers
32 1,338 10:41 26:59 — ⚔ Archer Rush
15 636 11:37 24:40 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,130 6,970 9,105 850 35,055 39,463
14,095 8,289 4,335 750 27,469 29,099
8,350 9,313 7,150 200 25,013 26,366
11,350 5,550 4,475 750 22,125 27,288
6,850 7,522 4,155 0 18,527 22,550
6,700 5,854 1,690 225 14,469 15,045
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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