AoeStats
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Arabia

503120757Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 68m 26s· 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
🇳🇴 Turks · Norway
925
+16
🇨🇭 Muisca · Switzerland
902
+17
🇻🇪 Khmer · Venezuela
868
+45
949
-18
🇪🇸 Franks · Spain
907
-43
🇪🇸 Magyars · Spain
898
-16
Player eAPM Actions Feudal Castle Imperial Opening
44 3,045 11:05 24:39 57:10 ⚔ Archer Rush
35 2,401 10:09 19:08 57:25 ⚔ FC into Scouts
34 2,303 11:12 24:39 36:49 ⚔ Scout Rush
25 1,725 9:49 16:47 37:30 ⛏ Fast Castle
22 1,519 10:46 24:14 39:48 ⚔ Scout Rush
18 1,259 13:32 22:38 33:40 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,250 16,190 19,395 3,475 65,310 71,161
26,370 18,357 14,665 1,725 61,117 67,814
32,945 9,740 15,475 860 59,020 70,400
16,990 15,938 15,590 2,475 50,993 55,868
20,745 15,795 11,480 2,450 50,470 53,403
14,880 15,203 6,310 1,500 37,893 39,902
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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