AoeStats
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Arabia

507196802Analyzed
3v3 RM · 14d ago on Sep 17, 2026· 75m 35s· 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
1186
+14
1179
+14
🇹🇼 Poles · Taiwan
1036
+20
🇺🇸 Ethiopians · United States
1214
-19
🇺🇸 Khmer · United States
1106
-15
🇺🇸 Dravidians · United States
1095
-14
Player eAPM Actions Feudal Castle Imperial Opening
85 6,450 9:53 22:03 35:31 ⚔ Skirms into Archers
46 3,496 11:09 24:52 40:24 ⚔ Scout Rush
41 3,128 10:06 26:29 36:35 ⚔ Archer Rush
36 2,731 10:48 15:30 36:24 ⚔ FC into Scouts
27 2,060 13:16 19:39 52:35 ⛏ Fast Castle
21 1,600 10:15 19:39 38:49 ⚔ Skirms FC

Resources

Player Food Wood Gold Stone Spent Collected
71,095 29,679 19,645 2,450 122,869 136,510
65,260 26,224 22,495 3,530 117,509 129,753
38,465 48,384 22,355 3,765 112,969 122,772
23,960 29,109 13,165 3,230 69,464 73,225
17,950 28,036 12,820 440 59,246 65,495
20,365 22,090 7,200 2,910 52,565 56,778
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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