AoeStats
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Arabia

513595550Analyzed
3v3 RM · 6d ago on Oct 14, 2026· 53m 45s· 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
🇫🇷 Persians · France
1246
+11
🇫🇷 Magyars · France
1216
+12
🇫🇷 Ethiopians · France
1126
+16
vs
🇨🇳 Celts · China
1137
-13
🇨🇴 Japanese · Colombia
1135
-13
🇨🇴 Wei · Colombia
1119
-13
Player eAPM Actions Feudal Castle Imperial Opening
58 3,105 8:22 20:13 41:09 ⚔ Scout Rush
49 2,639 9:30 22:08 43:23 ⚔ Scout Rush
47 2,518 9:53 23:19 43:33 ⚔ Scout Rush
30 1,624 9:47 — — ⚔ Scouts into Skirms
30 1,623 9:30 30:16 43:01 ⚔ Archer Rush
26 1,372 10:26 21:05 45:00

Resources

Player Food Wood Gold Stone Spent Collected
25,945 16,653 17,305 1,700 61,603 78,419
23,475 14,785 10,880 1,700 50,840 59,814
18,175 16,363 5,460 1,790 41,788 41,653
16,905 15,657 8,130 315 41,007 44,993
13,145 11,450 10,140 1,050 35,785 46,173
4,200 3,313 50 125 7,688 8,674
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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