AoeStats
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Arabia

504912388Analyzed
3v3 RM · 27d ago on Sep 7, 2026· 62m 35s· 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
🇺🇸 Khmer · United States
994
+38
🇺🇸 Vietnamese · United States
953
+15
🇺🇸 Aztecs · United States
933
+17
🇦🇷 Franks · Argentina
1037
-37
🇦🇷 Slavs · Argentina
937
-24
🇦🇷 Britons · Argentina
783
-9
Player eAPM Actions Feudal Castle Imperial Opening
43 2,684 10:18 22:13 43:13 ⚔ Scout Rush
29 1,798 10:53 28:20 41:45
22 1,392 13:42 37:25 — ⚔ Drush
19 1,160 12:01 20:59 53:55
18 1,102 10:48 24:12 39:18 ⚔ Scout Rush
17 1,063 15:21 22:12 35:41 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,335 20,915 22,680 3,150 74,080 87,175
23,535 12,355 16,910 850 53,650 57,975
27,555 12,790 10,355 2,800 53,500 56,053
11,495 14,459 16,170 2,310 44,434 49,823
17,220 13,362 2,565 1,700 34,847 38,129
13,405 14,916 3,915 1,075 33,311 35,484
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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