AoeStats
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Arabia

507938934Analyzed
3v3 RM · 13d ago on Sep 20, 2026· 23m 17s· 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
🇫🇷 Japanese · France
1146
+11
🇬🇧 Maya · United Kingdom
1137
+11
🇫🇷 Lithuanians · France
1089
+12
🇷🇺 Cumans · Russia
1047
-12
🇮🇳 Celts · India
1018
-11
🇮🇳 Georgians · India
1004
-11
Player eAPM Actions Feudal Castle Imperial Opening
53 1,240 10:22 21:56 — ⚔ M@A into Archers
35 812 10:45 — — ⚔ Skirmisher Rush
30 696 10:47 16:11 — ⛏ Fast Castle
28 641 10:38 — — ⚔ Archer Rush
28 661 13:03 — — ⚔ Archers into Skirms into Scouts
28 652 10:02 22:27 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,425 4,135 2,060 0 11,620 12,039
4,975 3,707 1,845 0 10,527 10,681
4,265 3,245 1,325 115 8,950 9,039
4,600 3,085 525 670 8,880 11,509
3,605 3,429 100 100 7,234 10,265
3,030 3,159 275 0 6,464 7,265
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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