AoeStats
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Arabia

508112828Analyzed
3v3 RM · 12d ago on Sep 20, 2026· 32m 3s· 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
🇦🇷 Franks · Argentina
1232
+11
🇦🇷 Vietnamese · Argentina
1171
+14
🇦🇷 Aztecs · Argentina
1075
+18
🇨🇴 Vietnamese · Colombia
1133
-15
🇨🇴 Malians · Colombia
1122
-14
🇨🇴 Saracens · Colombia
1116
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 1,629 11:05 25:30 — ⚔ Archer Rush
48 1,537 9:13 20:20 — ⛏ Fast Castle
26 848 10:45 25:19 — ⚔ Archer Rush
23 744 12:28 23:38 — ⚔ Scouts into Skirms
18 571 12:33 21:32 — ⛏ Fast Castle
16 502 9:37 — — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,100 7,001 2,985 950 20,036 20,392
7,100 6,688 3,305 850 17,943 19,889
8,645 6,100 2,695 200 17,640 18,634
6,400 2,918 1,490 2,335 13,143 14,547
5,380 3,897 1,895 255 11,427 11,369
3,590 3,770 100 280 7,740 7,732
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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