AoeStats
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Arabia

507742524Analyzed
3v3 RM · 13d ago on Sep 19, 2026· 20m 38s· 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
🇧🇴 Persians · Bolivia
1502
+10
🇲🇽 Tatars · Mexico
1499
+11
🇪🇸 Ethiopians · Spain
1332
+17
🇪🇸 Tatars · Spain
1398
-14
🇫🇮 Magyars · Finland
1364
-12
🇺🇸 Muisca · United States
1350
-12
Player eAPM Actions Feudal Castle Imperial Opening
83 1,719 10:44 — — ⚔ M@A into Archers
62 1,282 9:26 — — ⚔ Archer Rush
59 1,216 10:17 — — ⚔ Archer Rush
53 1,090 10:26 — — ⚔ Archers into Skirms
42 857 8:46 — — ⚔ Scout Rush
25 520 9:39 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,850 3,754 1,370 0 8,974 10,067
3,525 3,169 1,270 0 7,964 9,504
4,100 2,794 150 0 7,044 8,030
2,860 2,948 1,210 0 7,018 8,006
3,870 2,926 50 0 6,846 7,608
3,000 2,512 1,270 0 6,782 6,981
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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