AoeStats
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Arabia

504398588Analyzed
3v3 RM · 2mo ago on Sep 5, 2026· 30m 20s· 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
🇺🇸 Ethiopians · United States
1013
+15
🇨🇱 Celts · Chile
1010
+16
🇨🇳 Lithuanians · China
989
+17
vs
🇺🇸 Vikings · United States
1000
-48
🇺🇸 Japanese · United States
1000
-48
🇺🇸 Chinese · United States
1000
-48
Player eAPM Actions Feudal Castle Imperial Opening
38 1,142 10:31 21:52 — ⚔ M@A Rush
33 989 10:07 15:18 — ⛏ Fast Castle
25 744 12:55 28:57 — ⚔ Scout Rush
12 368 10:28 — —
5 151 14:41 — — ⚔ Drush
4 121 — — —

Resources

Player Food Wood Gold Stone Spent Collected
9,150 4,460 1,780 200 15,590 16,222
6,330 3,070 2,015 1,500 12,915 13,386
3,740 6,815 390 0 10,945 12,616
2,670 6,180 410 0 9,260 9,889
1,930 1,310 130 0 3,370 3,501
250 100 0 0 350 642
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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