AoeStats
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Arabia

509002100Analyzed
3v3 RM · 6d ago on Sep 25, 2026· 19m 36s· 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
1180
+14
🇺🇸 Shu · United States
1161
+15
🇺🇸 Cumans · United States
1025
+21
🇨🇱 Tatars · Chile
1203
-19
🇦🇷 Franks · Argentina
1117
-16
🇦🇷 Turks · Argentina
1101
-15
Player eAPM Actions Feudal Castle Imperial Opening
48 947 9:30 — — ⚔ Scout Rush
43 835 10:49 — —
42 818 9:26 — — ⚔ Archer Rush
34 674 9:30 — — ⚔ Scout Rush
33 648 9:40 — — ⚔ Scout Rush
28 551 11:08 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,575 2,893 1,175 5 7,648 8,421
3,580 2,923 50 125 6,678 7,551
3,290 2,369 250 0 5,909 7,248
3,430 2,351 50 0 5,831 7,783
2,830 2,288 50 0 5,168 6,254
2,905 2,097 50 0 5,052 6,185
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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