AoeStats
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Arabia

510215414Analyzed
3v3 RM · 10h ago on Sep 30, 2026· 20m 17s· 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
🇺🇸 Vietnamese · United States
1258
+19
🇦🇷 Celts · Argentina
1245
+19
🇺🇸 Varangians · United States
1239
+20
🇦🇷 Ethiopians · Argentina
1348
-21
🇦🇷 Berbers · Argentina
1314
-19
🇦🇷 Maya · Argentina
1298
-18
Player eAPM Actions Feudal Castle Imperial Opening
47 950 9:31 — — ⚔ Archer Rush
46 928 9:01 — — ⚔ Archer Rush
40 809 9:04 — — ⚔ Scout Rush
35 718 8:56 — — ⚔ Scout Rush
33 664 9:24 — — ⚔ Scout Rush
21 423 9:07 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,720 3,547 250 0 9,517 9,935
4,890 3,957 50 0 8,897 9,265
2,980 3,474 1,855 0 8,309 8,882
4,635 2,732 150 125 7,642 7,956
3,010 2,664 1,400 0 7,074 8,934
2,850 3,050 640 175 6,715 7,841
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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