AoeStats
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Arabia

513639443Analyzed
3v3 RM · 5d ago on Oct 14, 2026· 33m 5s· 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
🇻🇳 Maya · Vietnam
1288
+15
🇪🇸 Britons · Spain
1176
+19
🇨🇳 Poles · China
1174
+20
vs
🇨🇳 Armenians · China
1281
-19
🇺🇸 Saxons · United States
1265
-18
🇦🇷 Vikings · Argentina
1234
-17
Player eAPM Actions Feudal Castle Imperial Opening
98 3,254 9:42 25:27 — ⚔ M@A Rush
50 1,643 9:50 23:05 — ⚔ Archer Rush
42 1,399 9:34 21:13 — ⚔ Archer Rush
41 1,369 10:41 28:55 — ⛏ Fast Castle
25 834 9:19 20:39 — ⚔ Archer Rush
22 719 10:16 17:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,235 7,028 2,825 1,505 21,593 25,066
8,115 6,757 2,195 1,790 18,857 19,344
7,225 6,464 2,240 1,720 17,649 18,643
5,975 6,944 3,980 200 17,099 20,142
7,795 3,635 2,525 750 14,705 15,580
5,710 5,036 1,590 1,400 13,736 15,501
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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