AoeStats
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Arabia

509207133Analyzed
3v3 RM · 6d ago on Sep 25, 2026· 45m 32s· 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
🇲🇽 Varangians · Mexico
1254
+13
🇺🇸 Persians · United States
1231
+14
🇺🇾 Byzantines · Uruguay
1199
+15
🇨🇱 Franks · Chile
1213
-15
🇨🇱 Khmer · Chile
1188
-14
🇨🇱 Ethiopians · Chile
1153
-13
Player eAPM Actions Feudal Castle Imperial Opening
47 2,147 8:57 25:34 — ⚔ Scout Rush
37 1,665 9:15 22:23 —
36 1,658 10:01 25:04 — ⚔ Scout Rush
33 1,507 12:04 24:44 — ⚔ Scout Rush
25 1,155 10:04 31:43 — ⚔ Archer Rush
14 650 10:18 30:39 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,985 7,288 6,145 1,600 32,018 32,702
13,745 9,112 4,940 3,865 31,662 33,401
12,470 11,485 4,300 1,525 29,780 30,911
11,960 6,549 3,150 200 21,859 25,795
12,150 6,611 2,790 100 21,651 22,089
5,510 7,488 3,845 125 16,968 17,900
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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