AoeStats
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Arabia

506954433Analyzed
3v3 RM · 16d ago on Sep 15, 2026· 58m 4s· 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
🇧🇷 Ethiopians · Brazil
1188
+12
🇧🇷 Persians · Brazil
1161
+13
🇧🇷 Franks · Brazil
838
+26
🇺🇸 Celts · United States
1231
-23
🇧🇷 Bengalis · Brazil
1090
-17
🇺🇸 Spanish · United States
924
-11
Player eAPM Actions Feudal Castle Imperial Opening
36 2,095 9:22 24:22 53:18 ⚔ Archer Rush
32 1,868 9:09 24:11 47:41 ⚔ Scout Rush
29 1,661 10:28 22:16 52:59 ⚔ Skirmisher Rush
22 1,274 9:34 24:26 47:09 ⚔ M@A into Archers
13 779 14:32 26:48 57:35 ⚔ Scout Rush
11 642 13:23 19:58 33:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,175 24,147 11,420 1,240 63,982 65,016
27,265 16,984 10,490 2,375 57,114 61,807
25,280 9,075 19,220 1,610 55,185 76,119
13,460 22,239 17,440 850 53,989 61,506
18,665 14,793 5,625 2,880 41,963 44,331
13,975 5,267 7,015 1,615 27,872 38,570
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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