AoeStats
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Arabia

510111514Analyzed
3v3 RM · 3d ago on Sep 29, 2026· 37m 20s· 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
🇭🇰 Wu · Hong Kong SAR China
1531
+8
🇭🇰 Danes · Hong Kong SAR China
1477
+9
🇭🇰 Khmer · Hong Kong SAR China
1465
+10
🇦🇷 Franks · Argentina
1401
-11
🇦🇷 Vietnamese · Argentina
1396
-11
🇦🇷 Britons · Argentina
1188
-5
Player eAPM Actions Feudal Castle Imperial Opening
53 1,993 9:21 24:12 — ⚔ Scout Rush
43 1,596 9:30 20:57 36:09 ⚔ Archer Rush
38 1,417 10:09 24:48 — ⚔ Archer Rush
37 1,393 8:32 22:27 — ⚔ Scout Rush
32 1,187 10:06 25:33 — ⚔ Archer Rush
18 677 9:33 20:52 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
20,195 8,056 7,300 200 35,751 37,011
10,450 8,937 6,565 2,050 28,002 28,070
12,840 7,894 5,275 100 26,109 27,724
10,535 7,138 4,075 850 22,598 25,211
6,710 9,663 5,655 100 22,128 24,606
6,920 6,014 1,675 850 15,459 16,987
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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