AoeStats
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Arabia

508572704Analyzed
3v3 RM · 8d ago on Sep 23, 2026· 14m 49s· 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
🇨🇱 Danes · Chile
760
+17
🇨🇱 Mongols · Chile
747
+17
🇵🇪 Persians · Peru
722
+18
🇦🇷 Goths · Argentina
834
-19
🇹🇷 Turks · Türkiye
763
-17
🇨🇴 Spanish · Colombia
737
-16
Player eAPM Actions Feudal Castle Imperial Opening
28 422 11:39 — — ⚔ M@A Rush
26 381 11:37 — —
24 350 9:14 — — ⚔ Scout Rush
14 205 10:51 — — ⚔ Scout Rush
13 200 12:30 — — ⚔ Drush
12 176 12:25 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,570 1,405 50 0 4,025 4,630
2,300 1,203 240 0 3,743 4,359
2,250 1,348 100 0 3,698 4,215
2,045 976 40 0 3,061 4,500
1,750 925 0 30 2,705 4,009
2,000 525 50 0 2,575 3,535
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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