AoeStats
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Arabia

506720437Analyzed
3v3 RM · 19d ago on Sep 14, 2026· 60m 12s· 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 · Germany
1292
+13
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1280
+14
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1267
+14
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1345
-18
🇨🇴 Persians · Colombia
1235
-14
🇬🇹 Ethiopians · Guatemala
1100
-9
Player eAPM Actions Feudal Castle Imperial Opening
65 3,917 8:55 22:33 39:13 ⚔ Scout Rush
42 2,542 10:14 26:34 48:27 ⚔ Archer Rush
42 2,538 9:45 25:47 45:41 ⚔ Archers into Skirms
38 2,283 10:35 25:35 48:15 ⚔ Archers into Skirms
37 2,243 9:48 22:51 44:50 ⚔ Scout Rush
33 2,016 9:02 24:55 40:39 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
40,540 14,322 24,770 2,060 81,692 90,175
39,885 15,984 22,720 2,155 80,744 88,725
15,395 18,357 14,560 4,230 52,542 54,840
14,970 20,181 14,480 2,000 51,631 61,622
20,270 19,402 8,860 3,025 51,557 57,276
16,800 19,046 13,695 1,700 51,241 54,076
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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