AoeStats
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Arabia

510585353Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 27m 58s· 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
🇳🇱 Aztecs · Netherlands
973
+11
🇳🇱 Vietnamese · Netherlands
791
+19
🇳🇱 Franks · Netherlands
717
+23
🇲🇽 Mongols · Mexico
869
-18
🇷🇺 Huns · Russia
860
-18
🇮🇹 Bulgarians · Italy
843
-17
Player eAPM Actions Feudal Castle Imperial Opening
48 1,344 10:12 21:00 — ⚔ Scouts into Archers
24 667 14:05 — — ⚔ M@A into Skirms into Archers
21 597 10:34 19:29 —
19 537 10:51 — — ⚔ Scout Rush
18 515 10:36 22:26 — ⚔ Archer Rush
12 324 12:02 27:54 —

Resources

Player Food Wood Gold Stone Spent Collected
6,170 4,500 2,340 0 13,010 14,123
5,850 4,384 665 375 11,274 13,646
4,200 3,330 1,475 0 9,005 9,654
5,555 3,150 250 0 8,955 10,942
4,455 3,100 695 325 8,575 10,252
4,250 2,855 300 520 7,925 9,557
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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