AoeStats
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Arabia

517888990Analyzed
3v3 RM · 5h ago on Nov 1, 2026· 40m 6s· 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
🇻🇳 Maya · Vietnam
1381
+16
🇻🇳 Magyars · Vietnam
1372
+17
🇻🇳 Mongols · Vietnam
1362
+17
vs
🇺🇸 Ethiopians · United States
1411
-18
🇷🇺 Turks · Russia
1402
-17
🇪🇸 Poles · Spain
1338
-15
Player eAPM Actions Feudal Castle Imperial Opening
54 2,149 8:23 23:10 — ⚔ Scouts into Skirms
50 2,005 10:35 22:54 — ⚔ Scout Rush
46 1,852 9:27 24:50 — ⚔ Archer Rush
43 1,732 8:43 24:29 — ⚔ Archer Rush
39 1,578 10:41 24:24 — ⚔ Scout Rush
25 1,001 9:54 23:36 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,455 9,022 4,390 850 31,717 37,697
14,995 8,314 1,830 1,015 26,154 29,329
8,720 9,987 4,940 460 24,107 29,901
8,490 8,928 3,775 750 21,943 25,002
10,020 7,845 2,565 100 20,530 21,379
11,260 6,138 520 250 18,168 19,398
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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