AoeStats
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Arabia

505104796Analyzed
3v3 RM · 23d ago on Sep 7, 2026· 29m 24s· 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
🇦🇷 Vietnamese · Argentina
1305
+11
🇦🇷 Maya · Argentina
1267
+13
🇦🇷 Franks · Argentina
1145
+18
🇮🇹 Persians · Italy
1389
-21
🇵🇪 Franks · Peru
1204
-14
🇵🇪 Maya · Peru
1000
-26
Player eAPM Actions Feudal Castle Imperial Opening
48 1,403 9:04 21:38 — ⚔ Archer Rush
38 1,123 11:23 18:17 — ⛏ Fast Castle
29 852 8:44 25:56 — ⚔ Scout Rush
28 829 10:13 21:43 — ⚔ Archer Rush
26 776 10:15 21:35 — ⚔ Scout Rush
17 509 12:54 — — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,525 6,322 3,445 100 15,392 16,811
4,990 6,144 3,555 205 14,894 14,860
8,180 4,051 1,520 100 13,851 14,305
6,850 3,430 2,545 200 13,025 13,401
6,865 4,100 1,420 225 12,610 12,589
2,645 2,575 95 0 5,315 7,857
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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