AoeStats
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Arabia

504388407Analyzed
3v3 RM · 28d ago on Sep 5, 2026· 18m 50s· 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
🇲🇽 Japanese · Mexico
886
+16
🇲🇽 Teutons · Mexico
877
+16
🇲🇽 Poles · Mexico
866
+16
🇺🇸 Spanish · United States
883
-45
🇺🇸 Britons · United States
883
-45
🇺🇸 Vietnamese · United States
883
-45
Player eAPM Actions Feudal Castle Imperial Opening
51 969 10:49 — — ⚔ Archer Rush
22 413 12:32 16:42 — ⛏ Fast Castle
14 263 9:42 — — ⚔ Scout Rush
14 255 13:55 — —
12 225 10:22 — —
6 110 14:39 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,075 2,795 660 240 6,770 7,466
3,380 2,360 50 0 5,790 6,930
2,385 1,220 250 775 4,630 5,157
2,485 1,865 50 125 4,525 5,631
2,100 1,735 100 0 3,935 4,271
1,975 1,815 90 0 3,880 5,523
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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