AoeStats
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Arabia

510670872Analyzed
3v3 RM · 21h ago on Oct 2, 2026· 24m 22s· 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
🇲🇽 Bengalis · Mexico
1170
+11
🇲🇽 Maya · Mexico
1128
+13
🇷🇺 Koreans · Russia
1109
+14
🇲🇽 Bulgarians · Mexico
1086
-14
🇦🇷 Inca · Argentina
1070
-13
🇦🇷 Burgundians · Argentina
1017
-11
Player eAPM Actions Feudal Castle Imperial Opening
52 1,267 8:52 19:36 — ⚔ Scout Rush
40 978 9:01 23:52 — ⚔ Archer Rush
37 907 12:01 16:13 — ⛏ Fast Castle
37 911 10:58 15:54 — ⛏ Fast Castle
37 892 10:20 21:08 — ⚔ Archer Rush
33 800 10:26 — — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
5,300 5,034 840 1,530 12,704 13,048
4,275 4,176 2,405 210 11,066 11,419
4,975 4,160 1,745 0 10,880 11,561
5,015 4,247 1,180 200 10,642 12,318
5,955 2,998 1,075 100 10,128 11,108
4,115 3,896 350 125 8,486 8,545
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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