AoeStats
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Arabia

509625180Analyzed
3v3 RM · 4d ago on Sep 27, 2026· 26m 47s· 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
🇭🇰 Tatars · Hong Kong SAR China
1476
+14
🇭🇰 Saxons · Hong Kong SAR China
1459
+15
🇭🇰 Khmer · Hong Kong SAR China
1412
+17
🇨🇭 Ethiopians · Switzerland
1470
-17
🇨🇭 Varangians · Switzerland
1424
-15
🇨🇭 Saracens · Switzerland
1398
-14
Player eAPM Actions Feudal Castle Imperial Opening
56 1,497 9:59 22:47 — ⚔ Archer Rush
56 1,497 8:48 19:02 — ⚔ Scouts into Archers
51 1,356 9:23 23:56 — ⚔ Archer Rush
43 1,151 9:09 21:23 — ⚔ Scout Rush
40 1,082 9:13 22:58 — ⚔ Scout Rush
38 1,022 8:33 22:35 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,210 5,010 2,020 100 16,340 16,522
5,490 5,677 3,005 0 14,172 14,360
7,480 4,025 1,400 0 12,905 13,336
6,535 4,488 1,290 250 12,563 12,778
4,750 4,416 1,670 125 10,961 11,117
4,385 4,153 2,210 5 10,753 11,709
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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