AoeStats
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Arabia

503141457Analyzed
3v3 RM · 11d ago on Aug 30, 2026· 27m 43s· 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
🇪🇸 Magyars · Spain
1298
+15
🇪🇸 Persians · Spain
1287
+16
🇪🇸 Franks · Spain
1156
+21
🇬🇧 Cumans · United Kingdom
1292
-18
🇹🇼 Mongols · Taiwan
1275
-17
🇧🇦 Khmer · Bosnia & Herzegovina
1272
-17
Player eAPM Actions Feudal Castle Imperial Opening
53 1,467 9:10 20:06 ⚔ Scout Rush
40 1,099 12:01 25:39 ⚔ Scout Rush
35 964 9:15 14:42 ⛏ Fast Castle
31 861 10:15 22:27 ⚔ Scout Rush
29 799 9:55 21:20 ⚔ Scout Rush
15 427 10:34 15:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,255 5,668 3,410 100 15,433 15,435
7,660 4,980 1,970 100 14,710 15,269
7,940 4,574 550 350 13,414 14,015
6,770 4,502 1,860 0 13,132 13,544
5,600 4,088 1,080 750 11,518 12,277
4,815 1,800 860 0 7,475 8,057
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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