AoeStats
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Arabia

513311237Analyzed
3v3 RM · 4d ago on Oct 13, 2026· 42m 24s· 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
1568
+12
🇻🇪 Shu · Venezuela
1482
+16
🇻🇪 Saxons · Venezuela
1458
+17
vs
🇨🇱 Britons · Chile
1548
-17
🇺🇸 Wei · United States
1481
-15
🇻🇳 Sicilians · Vietnam
1423
-13
Player eAPM Actions Feudal Castle Imperial Opening
87 3,677 8:56 22:42 42:08 ⚔ Archer Rush
80 3,383 8:52 23:28 40:49 ⚔ Archers into Skirms
56 2,395 9:16 25:50 — ⚔ Archers into Skirms
56 2,391 9:03 21:32 — ⚔ Scout Rush
43 1,823 11:20 26:23 — ⚔ Drush into Archers into Skirms
42 1,788 9:08 19:54 39:03 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,400 14,660 11,250 1,770 40,080 41,985
19,690 10,103 6,250 1,700 37,743 42,124
16,250 8,836 7,850 2,150 35,086 36,037
12,660 11,388 8,085 1,505 33,638 34,764
8,625 9,507 5,505 100 23,737 23,944
5,145 4,987 2,090 0 12,222 13,529
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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