AoeStats
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Arabia

504533766Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 52m 2s· 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
🇦🇷 Vietnamese · Argentina
1107
+16
🇹🇼 Persians · Taiwan
1066
+18
🇦🇷 Wu · Argentina
1052
+17
🇵🇪 Magyars · Peru
1106
-17
🇵🇪 Huns · Peru
1106
-17
🇵🇪 Inca · Peru
1096
-17
Player eAPM Actions Feudal Castle Imperial Opening
36 1,889 10:57 27:37 40:51 ⚔ Archer Rush
33 1,702 10:00 42:56 —
30 1,540 12:20 22:50 46:17 ⚔ Skirmisher Rush
30 1,575 10:40 19:47 — ⛏ Fast Castle
26 1,346 34:16 51:18 —
21 1,068 12:44 19:43 41:02 ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
19,750 28,361 5,740 2,640 56,491 58,379
15,560 12,281 13,445 3,350 44,636 52,600
12,975 12,821 9,890 2,160 37,846 38,367
9,245 8,032 1,725 500 19,502 23,157
7,390 5,665 2,990 1,700 17,745 23,162
9,215 7,681 250 500 17,646 21,241
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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