AoeStats
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Arabia

508096194Analyzed
3v3 RM · 10d ago on Sep 20, 2026· 49m 11s· 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
🇵🇹 Slavs · Portugal
1319
+11
🇵🇹 Cumans · Portugal
1171
+24
🇵🇹 Ethiopians · Portugal
1141
+17
🇦🇷 Turks · Argentina
1208
-16
🇲🇽 Slavs · Mexico
1191
-15
🇺🇸 Shu · United States
1168
-14
Player eAPM Actions Feudal Castle Imperial Opening
64 3,167 10:35 22:01 39:14 ⚔ Archer Rush
47 2,327 10:36 21:50 37:10 ⚔ Archer Rush
47 2,307 8:46 21:20 41:42 ⚔ Scout Rush
36 1,777 9:38 24:14 43:41 ⚔ M@A into Scouts
32 1,568 10:55 23:07 47:46 ⚔ Scout Rush
29 1,429 10:59 23:41 42:53 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,860 10,940 15,640 5,605 58,045 64,756
20,720 12,972 7,480 1,610 42,782 47,953
18,845 11,315 7,535 1,600 39,295 46,086
9,425 13,261 10,340 300 33,326 39,386
10,905 10,714 6,235 4,215 32,069 34,975
13,165 9,004 2,635 2,250 27,054 29,522
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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