AoeStats
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Arabia

508988306Analyzed
3v3 RM · 6d ago on Sep 25, 2026· 38m 49s· 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
🇩🇴 Britons · Dominican Republic
1428
+7
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1194
+16
🇲🇽 Ethiopians · Mexico
1178
+16
🇦🇷 Varangians · Argentina
1233
-14
🇨🇴 Hindustanis · Colombia
1210
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🇨🇴 Khitans · Colombia
1177
-12
Player eAPM Actions Feudal Castle Imperial Opening
63 2,445 10:05 26:33 — ⚔ Towers into Archers
37 1,436 9:25 22:08 — ⚔ Scout Rush
33 1,290 9:45 26:05 — ⚔ Scout Rush
33 1,290 8:59 27:24 — ⚔ Scout Rush
33 1,280 9:15 22:02 — ⚔ Archer Rush
32 1,229 8:15 26:32 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,515 17,228 850 125 30,718 32,561
11,750 6,750 3,920 105 22,525 22,837
8,275 8,608 3,880 470 21,233 22,528
9,680 5,661 2,905 1,600 19,846 20,305
7,355 7,375 3,970 250 18,950 20,274
9,945 4,455 2,650 750 17,800 20,931
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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