AoeStats
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Arabia

510683576Analyzed
3v3 RM · 23h ago on Oct 2, 2026· 49m 25s· 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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1205
+13
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1193
+14
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1131
+16
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1170
-16
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1157
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🇺🇸 Romans · United States
1085
-12
Player eAPM Actions Feudal Castle Imperial Opening
57 2,799 9:59 21:29 44:22 ⚔ M@A Rush
47 2,323 8:47 18:48 38:09 ⚔ Scout Rush
39 1,941 11:14 21:50 39:52 ⚔ Archer Rush
36 1,765 9:44 23:50 41:25 ⚔ Scout Rush
30 1,471 9:42 23:42 45:00 ⚔ M@A FC
25 1,229 9:55 27:19 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,455 14,140 17,545 1,600 58,740 60,653
20,480 19,117 8,570 2,295 50,462 52,648
21,445 7,250 14,540 300 43,535 46,133
14,585 7,913 6,575 1,500 30,573 33,575
13,325 10,322 5,015 1,175 29,837 30,349
9,930 9,209 2,560 1,175 22,874 27,693
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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