AoeStats
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Arabia

510015628Analyzed
3v3 RM · 3d ago on Sep 29, 2026· 66m 59s· 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
1201
+16
🇺🇸 Lithuanians · United States
1156
+18
🇺🇸 Khmer · United States
1148
+18
🇺🇸 Vikings · United States
1271
-21
🇺🇸 Magyars · United States
1224
-18
🇺🇸 Saracens · United States
1098
-13
Player eAPM Actions Feudal Castle Imperial Opening
45 3,023 9:10 22:49 38:43 ⚔ Scouts into Skirms
39 2,638 8:55 22:17 40:57 ⚔ Scout Rush
30 2,020 9:39 24:26 39:31 ⚔ Archer Rush
22 1,473 11:23 23:06 40:59 ⚔ Scout Rush
14 927 12:19 16:58 45:10 ⛏ Fast Castle
14 966 10:56 20:16 39:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
53,785 19,867 12,120 2,250 88,022 91,004
33,720 29,287 16,435 3,880 83,322 90,380
34,095 13,325 19,705 3,750 70,875 83,737
41,675 11,745 14,705 2,700 70,825 75,825
23,420 19,046 14,475 5,600 62,541 72,327
28,475 17,265 10,745 3,150 59,635 60,607
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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