AoeStats
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Arabia

509510117Analyzed
3v3 RM · 4d ago on Sep 27, 2026· 18m 56s· 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 · United States
1134
+9
🇺🇸 Chinese · United States
1115
+9
🇺🇸 Ethiopians · United States
971
+16
🇨🇱 Mapuche · Chile
1029
-14
🇨🇱 Magyars · Chile
950
-11
🇨🇱 Varangians · Chile
905
-9
Player eAPM Actions Feudal Castle Imperial Opening
43 820 8:37 — — ⚔ Scout Rush
32 608 9:29 — — ⚔ Archer Rush
22 415 10:24 — — ⚔ Scout Rush
21 392 9:37 — — ⚔ Archer Rush
13 251 11:01 17:54 — ⛏ Fast Castle
11 211 11:50 — — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
4,105 2,946 200 0 7,251 8,269
3,090 2,724 615 0 6,429 7,766
3,315 2,192 625 130 6,262 6,577
2,850 2,026 730 0 5,606 6,861
2,445 1,989 50 0 4,484 4,781
2,340 1,470 150 125 4,085 4,278
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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