AoeStats
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Arabia

513527958Analyzed
3v3 RM · 1d ago on Oct 14, 2026· 51m 39s· 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
🇺🇸 Shu · United States
1465
+6
🇺🇸 Persians · United States
1082
+41
🇺🇸 Mongols · United States
1049
+20
vs
🇨🇱 Malians · Chile
1183
-15
🇨🇱 Berbers · Chile
1178
-16
🇨🇱 Varangians · Chile
1160
-14
Player eAPM Actions Feudal Castle Imperial Opening
42 2,195 9:19 22:26 37:13 ⚔ Archer Rush
37 1,909 9:14 26:08 44:35 ⚔ Scout Rush
37 1,919 10:19 17:30 38:39 ⚔ Scout Rush
31 1,601 9:55 22:08 42:05 ⚔ Archers into Skirms
26 1,324 9:46 22:05 41:32 ⚔ Scout Rush
23 1,165 10:26 20:17 44:59 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,015 20,651 15,950 3,330 62,946 68,228
21,220 17,697 12,435 2,150 53,502 57,377
22,790 12,362 10,265 1,640 47,057 54,528
16,000 14,647 5,780 1,790 38,217 52,729
12,075 12,100 7,445 1,700 33,320 37,377
13,885 9,208 6,195 985 30,273 31,067
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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