AoeStats
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Arabia

509988558Analyzed
3v3 RM · 2d ago on Sep 28, 2026· 21m 12s· 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
🇨🇴 Lithuanians · Colombia
1162
+14
🇨🇴 Romans · Colombia
1160
+14
🇸🇪 Koreans · Sweden
1142
+16
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1132
-15
🇲🇽 Goths · Mexico
1130
-15
🇦🇷 Byzantines · Argentina
1104
-14
Player eAPM Actions Feudal Castle Imperial Opening
56 1,182 10:08 — — ⚔ M@A into Archers
53 1,116 11:42 — — ⚔ M@A Rush
53 1,126 8:25 18:22 — ⚔ Scout Rush
34 727 9:21 20:33 — ⚔ M@A into Archers
34 716 10:49 — — ⚔ Archer Rush
21 442 9:42 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,115 2,540 725 0 8,380 9,177
4,000 3,299 920 125 8,344 9,188
4,350 2,520 945 0 7,815 8,178
3,305 2,480 310 130 6,225 6,902
1,600 2,047 460 125 4,232 5,063
1,790 1,473 90 0 3,353 4,285
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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