AoeStats
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Arabia

505581293Analyzed
3v3 RM · 23d ago on Sep 10, 2026· 34m 28s· 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
🇦🇷 Huns · Argentina
1534
+12
1532
+12
🇦🇷 Vikings · Argentina
1473
+14
🇺🇸 Japanese · United States
1507
-15
🇨🇦 Maya · Canada
1440
-13
🇦🇷 Turks · Argentina
1361
-10
Player eAPM Actions Feudal Castle Imperial Opening
91 3,126 9:06 26:32 — ⚔ Scout Rush
58 1,998 9:12 22:39 — ⚔ Archer Rush
52 1,780 8:55 25:40 — ⚔ Archer Rush
48 1,659 8:53 27:54 — ⚔ Scout Rush
43 1,468 9:07 24:15 — ⚔ M@A into Archers
37 1,260 9:10 27:23 — ⚔ Drush into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
15,155 4,530 2,295 355 22,335 23,192
6,670 8,744 6,265 100 21,779 23,965
8,370 7,967 2,945 300 19,582 20,723
8,675 6,770 1,760 250 17,455 18,143
6,010 6,639 4,155 135 16,939 19,543
6,760 5,739 3,590 20 16,109 17,434
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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