AoeStats
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Arabia

510012163Analyzed
3v3 RM · 3d ago on Sep 29, 2026· 30m 37s· 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 · Mexico
1395
+8
🇲🇽 Khmer · Mexico
1180
+16
🇲🇽 Shu · Mexico
1108
+19
🇲🇽 Mongols · Mexico
1301
-19
🇨🇴 Maya · Colombia
1156
-13
🇲🇽 Goths · Mexico
1109
-11
Player eAPM Actions Feudal Castle Imperial Opening
60 1,838 8:52 21:34 — ⚔ Scout Rush
57 1,735 8:42 23:00 — ⚔ Archer Rush
50 1,537 9:03 18:30 — ⛏ Fast Castle
29 899 10:19 22:39 — ⚔ Skirmisher Rush
24 741 10:15 21:59 — ⚔ Archer Rush
21 643 10:30 23:00 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,645 5,389 2,460 750 16,244 17,447
8,250 4,486 3,275 100 16,111 16,170
7,720 5,591 2,110 100 15,521 15,848
6,830 4,382 1,710 325 13,247 13,616
6,025 4,874 665 125 11,689 12,516
4,880 3,657 1,865 230 10,632 12,048
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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