AoeStats
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Arabia

510435759Analyzed
3v3 RM · 11h ago on Oct 1, 2026· 20m 34s· 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 · Argentina
1083
+14
1042
+16
🇨🇱 Slavs · Chile
1024
+17
🇯🇵 Persians · Japan
1054
-16
🇮🇩 Shu · Indonesia
1044
-16
🇻🇳 Poles · Vietnam
1017
-15
Player eAPM Actions Feudal Castle Imperial Opening
55 1,128 10:18 — — ⚔ Archers into Skirms
48 987 10:36 — — ⚔ Archer Rush
42 866 10:45 — — ⚔ Scout Rush
33 670 10:17 — —
22 454 13:17 17:14 — ⛏ Fast Castle
17 340 10:58 20:24 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
4,175 3,201 975 0 8,351 9,461
4,140 3,195 415 125 7,875 9,135
4,105 2,671 360 0 7,136 7,961
3,250 3,430 300 0 6,980 7,844
3,225 3,731 0 0 6,956 9,576
3,320 2,460 340 100 6,220 7,104
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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