AoeStats
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Arabia

510445294Analyzed
3v3 RM · 20h ago on Oct 1, 2026· 23m 31s· 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 · Chile
1327
+12
🇨🇱 Ethiopians · Chile
1323
+13
🇨🇱 Saracens · Chile
1284
+14
🇨🇦 Persians · Canada
1267
-14
🇵🇦 Vikings · Panama
1247
-13
🇵🇦 Mongols · Panama
1224
-12
Player eAPM Actions Feudal Castle Imperial Opening
50 1,187 9:06 — — ⚔ Archer Rush
46 1,082 10:03 — — ⚔ Archer Rush
42 993 8:48 — — ⚔ Scout Rush
35 824 8:25 — — ⚔ Scout Rush
33 781 9:28 — — ⚔ Scout Rush
20 475 9:32 — — ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
5,465 3,487 350 0 9,302 10,544
3,145 4,067 1,380 20 8,612 9,142
3,225 4,044 285 500 8,054 9,087
2,825 3,865 1,360 0 8,050 9,255
4,475 2,965 350 105 7,895 8,284
4,550 2,948 50 250 7,798 8,138
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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