AoeStats
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Arabia

512640385Analyzed
3v3 RM · 6d ago on Oct 10, 2026· 47m 27s· 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
🇹🇷 Berbers · Türkiye
1171
+15
🇺🇸 Japanese · United States
1164
+15
🇲🇳 Ethiopians · Mongolia
1113
+18
vs
🇨🇳 Maya · China
1338
-23
🇨🇳 Spanish · China
1075
-13
🇨🇳 Poles · China
1040
-12
Player eAPM Actions Feudal Castle Imperial Opening
52 2,453 11:36 24:30 41:28 ⚔ Archer Rush
47 2,213 11:54 20:27 — ⛏ Fast Castle
44 2,111 10:14 22:14 42:52 ⚔ Scout Rush
40 1,906 9:31 27:35 40:23 ⚔ Archer Rush
28 1,331 12:44 21:55 42:52 ⚔ FC into Scouts
28 1,343 10:30 21:33 44:33 ⚔ M@A into Archers into Towers

Resources

Player Food Wood Gold Stone Spent Collected
24,540 10,209 16,605 1,895 53,249 59,299
23,510 9,688 2,795 1,450 37,443 42,165
17,400 11,136 6,675 1,430 36,641 44,282
9,075 12,629 11,825 300 33,829 33,467
10,270 11,234 5,760 800 28,064 30,794
10,925 5,226 3,490 1,100 20,741 22,185
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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