AoeStats
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Arabia

507188470Analyzed
3v3 RM · 14d ago on Sep 17, 2026· 53m 36s· 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
🇨🇦 Mongols · Canada
722
+15
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711
+15
🇨🇦 Franks · Canada
639
+18
🇺🇸 Huns · United States
760
-18
🇨🇱 Chinese · Chile
668
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🇧🇷 Hindustanis · Brazil
665
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 1,965 11:42 24:06 40:40 ⚔ Scout Rush
21 1,152 13:12 28:28 47:34 ⚔ M@A into Archers
20 1,077 9:51 22:47 — ⚔ Skirmisher Rush
14 727 9:46 25:32 41:20 ⚔ Skirmisher Rush
9 487 11:23 25:09 — ⛏ Fast Castle
6 343 11:16 28:45 35:07 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
18,545 13,190 12,830 1,500 46,065 55,421
16,780 11,090 6,800 1,500 36,170 48,030
14,490 9,385 6,560 1,600 32,035 52,922
7,675 10,409 4,010 2,015 24,109 28,664
8,890 5,620 2,280 1,275 18,065 22,527
5,745 5,594 240 1,350 12,929 14,283
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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