AoeStats
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Arabia

509895940Analyzed
3v3 RM · 3d ago on Sep 28, 2026· 26m 57s· 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
🇨🇳 Magyars · China
1807
+10
🇦🇷 Chinese · Argentina
1767
+11
🇨🇳 Ethiopians · China
1733
+13
🇹🇼 Varangians · Taiwan
1686
-12
🇹🇼 Varangians · Taiwan
1676
-12
🇹🇼 Britons · Taiwan
1631
-10
Player eAPM Actions Feudal Castle Imperial Opening
69 1,861 8:52 25:09 — ⚔ Archer Rush
62 1,670 9:14 22:42 — ⚔ Archer Rush
59 1,604 8:46 — — ⚔ Scout Rush
55 1,480 9:19 22:35 — ⚔ Scout Rush
45 1,218 8:49 22:24 — ⚔ Scout Rush
44 1,178 8:52 23:17 — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
8,475 4,744 2,700 100 16,019 16,271
4,940 6,270 3,825 100 15,135 15,147
7,475 4,431 1,250 100 13,256 13,417
6,050 4,441 1,300 250 12,041 12,086
4,505 4,856 2,030 60 11,451 12,288
6,555 3,210 150 125 10,040 10,223
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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