AoeStats
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Arabia

510848635Analyzed
3v3 RM · 12h ago on Oct 2, 2026· 33m 18s· 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
🇦🇷 Japanese · Argentina
1031
+13
🇦🇷 Lithuanians · Argentina
923
+19
🇦🇷 Italians · Argentina
916
+18
🇹🇼 Portuguese · Taiwan
974
-17
🇯🇵 Sicilians · Japan
973
-17
🇦🇷 Slavs · Argentina
946
-16
Player eAPM Actions Feudal Castle Imperial Opening
42 1,385 9:57 24:39 — ⚔ M@A Rush
27 895 11:46 21:15 — ⚔ Archer Rush
25 838 13:59 24:04 — ⚔ M@A FC
24 810 11:51 24:46 — ⚔ Archer Rush
21 699 11:53 16:19 — ⛏ Fast Castle
16 535 9:31 20:40 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,150 5,090 4,145 200 17,585 18,058
6,160 6,015 3,390 0 15,565 17,155
7,145 5,546 1,870 975 15,536 17,272
5,575 5,531 2,255 750 14,111 15,459
5,100 4,590 1,460 1,250 12,400 12,684
5,615 5,079 340 300 11,334 14,836
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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