AoeStats
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Arabia

509770853Analyzed
3v3 RM · 4d ago on Sep 28, 2026· 33m 14s· 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
🇺🇸 Hindustanis · United States
1102
+15
🇵🇪 Mongols · Peru
1051
+17
🇲🇽 Varangians · Mexico
931
+21
🇺🇸 Hindustanis · United States
1074
-18
🇺🇸 Slavs · United States
1070
-18
🇺🇸 Persians · United States
1045
-17
Player eAPM Actions Feudal Castle Imperial Opening
48 1,606 8:25 22:37 —
44 1,463 10:19 21:20 — ⚔ Scout Rush
40 1,341 9:43 20:24 — ⚔ Scout Rush
37 1,243 10:29 27:34 — ⛏ Fast Castle
19 631 11:33 16:09 — ⛏ Fast Castle
18 593 10:45 22:19 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,095 6,679 3,300 780 20,854 23,448
9,140 5,210 4,625 850 19,825 20,792
9,805 6,421 2,945 300 19,471 20,775
8,085 4,735 2,265 1,400 16,485 17,254
7,920 5,293 1,480 405 15,098 17,269
5,425 5,671 340 985 12,421 13,374
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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