AoeStats
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Arabia

510439695Analyzed
3v3 RM · 10h ago on Oct 1, 2026· 43m 28s· 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 · United States
959
+16
🇺🇸 Franks · United States
950
+16
🇺🇸 Vietnamese · United States
945
+16
🇺🇾 Ethiopians · Uruguay
1036
-20
🇺🇾 Persians · Uruguay
925
-15
🇺🇾 Turks · Uruguay
885
-13
Player eAPM Actions Feudal Castle Imperial Opening
28 1,218 9:14 18:00 39:37 ⚔ FC into Archers
27 1,180 9:49 22:49 33:51 ⚔ Archer Rush
17 745 8:43 — — ⚔ Skirmisher Rush
17 729 13:04 22:59 — ⚔ Skirms into Archers
16 703 11:37 22:16 28:50 ⚔ Skirmisher Rush
13 564 11:30 23:11 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,770 13,449 8,415 750 35,384 41,798
10,920 8,401 8,465 750 28,536 29,557
10,840 12,174 1,885 260 25,159 29,216
12,660 5,791 5,445 300 24,196 31,136
9,280 7,041 3,525 850 20,696 23,050
2,655 3,487 0 225 6,367 6,816
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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