AoeStats
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Arabia

512427024Analyzed
3v3 RM · 8d ago on Oct 9, 2026· 46m 24s· 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
🇧🇷 Inca · Brazil
778
+13
🇧🇷 Wei · Brazil
721
+15
🇧🇷 Armenians · Brazil
704
+15
vs
🇬🇷 Khmer · Greece
725
-15
🇦🇷 Japanese · Argentina
697
-14
🇧🇷 Portuguese · Brazil
680
-14
Player eAPM Actions Feudal Castle Imperial Opening
25 1,163 11:55 21:28 33:52 ⚔ Champi Rush
23 1,084 11:44 24:57 — ⚔ Scout Rush
18 836 11:21 25:00 —
14 670 11:23 35:31 — ⚔ Drush FC
10 479 12:12 22:02 31:15 ⚔ Scout Rush
8 386 12:26 27:30 35:37

Resources

Player Food Wood Gold Stone Spent Collected
24,755 7,825 3,455 725 36,760 40,798
13,980 9,000 5,460 750 29,190 30,128
13,810 5,985 6,005 1,675 27,475 32,377
8,075 7,340 3,590 2,665 21,670 25,363
9,235 5,575 2,440 960 18,210 21,334
5,125 4,480 290 1,945 11,840 13,131
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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