AoeStats
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Arabia

510640731Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 22m 11s· 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 · Colombia
1229
+13
🇨🇴 Varangians · Colombia
1129
+18
🇨🇴 Italians · Colombia
1115
+18
🇺🇸 Persians · United States
1298
-21
🇺🇸 Saxons · United States
1236
-19
🇺🇸 Bulgarians · United States
961
-25
Player eAPM Actions Feudal Castle Imperial Opening
81 1,793 9:20 21:55 — ⚔ Scout Rush
51 1,142 9:44 21:12 — ⚔ Scout Rush
45 993 9:28 — — ⚔ Scout Rush
42 929 9:39 — — ⚔ Archer Rush
42 933 9:36 — — ⚔ Archer Rush
11 241 13:50 — —

Resources

Player Food Wood Gold Stone Spent Collected
6,150 3,152 350 0 9,652 10,184
5,215 2,967 500 100 8,782 9,571
5,655 2,731 150 0 8,536 9,638
3,600 3,420 1,335 125 8,480 10,676
2,885 3,806 1,450 0 8,141 8,729
1,985 2,490 50 0 4,525 4,593
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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