AoeStats
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Arabia

509774090Analyzed
3v3 RM · 4d ago on Sep 28, 2026· 52m 14s· 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
🇭🇰 Mongols · Hong Kong SAR China
1126
+12
🇹🇼 Bulgarians · Taiwan
1104
+13
🇺🇾 Shu · Uruguay
1076
+14
🇺🇸 Saxons · United States
1122
-16
🇺🇸 Franks · United States
1106
-16
🇺🇸 Danes · United States
876
-7
Player eAPM Actions Feudal Castle Imperial Opening
45 2,376 8:37 25:15 — ⚔ Scout Rush
28 1,459 13:38 24:08 35:54 ⚔ Drush
27 1,392 10:00 24:40 43:50
22 1,147 12:41 23:45 — ⚔ Skirmisher Rush
21 1,072 11:11 25:10 43:14 ⚔ Scout Rush
17 879 9:43 22:44 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,070 9,306 16,200 4,555 56,131 65,130
13,815 13,315 8,055 2,675 37,860 46,711
9,005 10,648 4,175 1,600 25,428 30,149
10,165 7,728 3,285 1,075 22,253 23,022
7,040 6,731 3,005 2,900 19,676 25,405
5,995 6,476 3,840 100 16,411 17,578
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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