AoeStats
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Arabia

511662100Analyzed
3v3 RM · 1mo ago on Oct 6, 2026· 36m 17s· 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
🇨🇴 Magyars · Colombia
978
+16
🇨🇴 Byzantines · Colombia
962
+16
🇪🇸 Khmer · Spain
882
+20
vs
🇺🇸 Tatars · United States
1012
-19
🇺🇸 Lithuanians · United States
956
-17
🇺🇸 Magyars · United States
931
-16
Player eAPM Actions Feudal Castle Imperial Opening
37 1,347 9:15 20:53 — ⚔ Scout Rush
27 972 10:38 21:40 — ⚔ Scout Rush
26 952 11:02 16:11 — ⛏ Fast Castle
20 716 12:49 — —
19 680 11:03 23:55 — ⚔ Archer Rush
19 698 11:35 23:55 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,695 7,837 4,145 300 23,977 27,279
9,910 7,021 3,075 850 20,856 24,408
8,930 5,764 3,035 950 18,679 19,431
8,045 7,290 2,155 125 17,615 20,514
8,625 3,755 1,050 200 13,630 21,460
3,515 3,787 100 250 7,652 8,287
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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