AoeStats
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Arabia

509821745Analyzed
3v3 RM · 4d ago on Sep 28, 2026· 32m 3s· 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
🇨🇦 Danes · Canada
1446
+16
🇺🇸 Japanese · United States
1320
+21
🇺🇸 Varangians · United States
1295
+21
🇵🇪 Vietnamese · Peru
1508
-22
🇲🇽 Magyars · Mexico
1393
-18
🇲🇽 Britons · Mexico
1392
-18
Player eAPM Actions Feudal Castle Imperial Opening
62 2,002 8:51 23:37 — ⚔ Archer Rush
57 1,838 9:28 24:36 — ⚔ Archer Rush
55 1,760 9:16 21:57 — ⚔ M@A Rush
38 1,218 10:23 — — ⚔ Scout Rush
35 1,135 11:53 24:45 —
34 1,088 8:46 28:24 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,625 7,601 4,140 325 18,691 18,992
5,125 5,920 4,065 0 15,110 16,161
7,100 4,490 700 1,045 13,335 16,114
8,325 4,475 530 0 13,330 14,328
5,775 3,258 1,220 250 10,503 11,117
3,735 2,935 1,200 125 7,995 8,185
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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