AoeStats
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Arabia

505109168Analyzed
3v3 RM · 23d ago on Sep 7, 2026· 28m 18s· 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
1316
+10
🇦🇷 Maya · Argentina
1280
+11
🇦🇷 Franks · Argentina
1163
+16
🇨🇴 Magyars · Colombia
1218
-14
🇪🇸 Koreans · Spain
1162
-12
🇨🇿 Britons · Czechia
1143
-11
Player eAPM Actions Feudal Castle Imperial Opening
44 1,241 10:20 26:08 — ⚔ Archer Rush
33 930 10:03 — — ⚔ Tower Rush
30 859 11:03 22:46 — ⚔ Archers into Skirms
28 781 11:43 23:25 — ⚔ Archer Rush
27 763 9:27 22:31 — ⚔ Scout Rush
21 595 10:14 21:49 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,200 5,315 4,005 125 13,645 13,814
5,150 5,432 2,760 100 13,442 15,189
6,595 3,400 2,470 100 12,565 13,283
6,460 3,425 2,225 100 12,210 12,479
5,685 4,958 1,275 175 12,093 12,307
2,825 1,522 50 1,270 5,667 6,797
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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