AoeStats
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Arabia

503170600Analyzed
3v3 RM · 9d ago on Aug 30, 2026· 53m 59s· 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
🇺🇸 Japanese · United States
743
+10
🇲🇽 Chinese · Mexico
607
+16
564
+18
🇪🇸 Armenians · Spain
660
-17
🇪🇸 Romans · Spain
591
-14
🇪🇸 Spanish · Spain
574
-13
Player eAPM Actions Feudal Castle Imperial Opening
41 2,206 10:40 21:16 32:06 ⛏ Fast Castle
21 1,150 10:39 17:08 31:40 ⛏ Fast Castle
21 1,140 10:44 29:19 46:03 ⚔ Scout Rush
17 928 14:31 25:50 37:43
14 780 13:14 26:11 38:01 ⚔ Scout Rush
11 576 12:54 40:26

Resources

Player Food Wood Gold Stone Spent Collected
20,555 25,163 9,820 1,500 57,038 74,193
21,110 11,105 8,735 2,460 43,410 47,264
17,265 11,400 8,950 4,200 41,815 66,814
15,365 13,527 8,500 3,190 40,582 49,133
12,870 10,775 9,300 2,435 35,380 45,015
12,490 8,275 7,275 1,380 29,420 38,828
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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