AoeStats
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Arabia

503114123Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 49m 12s· 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
🇷🇺 Mongols · Russia
757
+7
🇨🇳 Teutons · China
535
+16
🇨🇳 Japanese · China
515
+17
🇹🇷 Turks · Türkiye
590
-15
🇩🇪 Malay · Germany
497
-11
497
-11
Player eAPM Actions Feudal Castle Imperial Opening
27 1,318 10:12 19:04 38:37 ⛏ Fast Castle
20 991 10:34 17:32 38:43 ⛏ Fast Castle
20 961 11:47 20:11 34:19 ⚔ FC into Skirms
19 924 13:28 24:01 44:13
17 833 10:01 20:53 35:41 ⚔ FC into Scouts
16 769 15:53 25:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,495 13,020 6,645 2,300 37,460 49,824
13,800 13,489 7,245 2,445 36,979 42,960
10,675 11,050 8,590 3,375 33,690 38,619
14,760 8,760 6,385 750 30,655 31,257
12,230 8,725 4,895 2,800 28,650 38,122
8,560 8,235 3,990 2,035 22,820 26,960
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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