AoeStats
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Arabia

508331707Analyzed
3v3 RM · 11d ago on Sep 22, 2026· 18m 46s· 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
🇨🇱 Tupi · Chile
1352
+16
🇮🇳 Georgians · India
1334
+17
🇦🇷 Magyars · Argentina
1282
+19
🇺🇸 Vikings · United States
1420
-21
🇺🇸 Byzantines · United States
1351
-17
🇺🇸 Persians · United States
1278
-14
Player eAPM Actions Feudal Castle Imperial Opening
77 1,439 9:07 — — ⚔ Archer Rush
69 1,288 9:02 — — ⚔ Scouts into Skirms
52 976 9:20 — — ⚔ Archer Rush
50 940 9:45 — — ⚔ Scout Rush
37 690 10:43 — — ⛏ Fast Castle
32 592 9:06 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,105 2,712 50 0 6,867 7,604
2,655 2,927 1,135 0 6,717 7,197
3,080 2,952 50 0 6,082 6,591
3,265 2,297 250 0 5,812 7,047
3,000 2,558 50 0 5,608 6,445
2,470 2,363 730 0 5,563 5,988
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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