AoeStats
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Arabia

510867058Analyzed
3v3 RM · 15h ago on Oct 2, 2026· 24m 20s· 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
🇦🇷 Varangians · Argentina
1472
+15
🇦🇷 Ethiopians · Argentina
1467
+15
🇦🇷 Vietnamese · Argentina
1337
+20
🇩🇪 Persians · Germany
1462
-18
🇩🇪 Mongols · Germany
1459
-17
🇩🇪 Ethiopians · Germany
1407
-15
Player eAPM Actions Feudal Castle Imperial Opening
73 1,778 9:18 22:29 — ⚔ Scout Rush
61 1,477 9:00 — — ⚔ Archer Rush
58 1,405 9:41 — — ⚔ Archer Rush
53 1,278 8:51 21:12 — ⚔ Archer Rush
47 1,155 8:15 23:32 — ⚔ Archer Rush
46 1,126 9:05 23:04 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,455 3,857 875 0 12,187 13,072
4,750 4,415 2,975 0 12,140 12,390
6,750 3,898 1,250 100 11,998 11,936
4,395 4,387 2,275 0 11,057 11,808
4,080 4,800 1,740 0 10,620 11,231
4,100 4,377 1,695 125 10,297 10,992
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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