AoeStats
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Arabia

503231593Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 46m 38s· 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 · Germany
952
+15
🇩🇪 Magyars · Germany
945
+15
🇩🇪 Franks · Germany
893
+18
🇧🇷 Vietnamese · Brazil
960
-17
🇧🇷 Franks · Brazil
951
-17
🇧🇷 Khmer · Brazil
881
-14
Player eAPM Actions Feudal Castle Imperial Opening
39 1,796 11:20 22:49 ⚔ Archer Rush
34 1,587 9:21 23:21 ⚔ Scout Rush
34 1,581 10:29 22:24 ⛏ Fast Castle
32 1,489 10:13 28:03 ⚔ Scouts into Towers
23 1,091 13:27 18:07 41:51 ⛏ Fast Castle
22 1,047 11:03 27:46 ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
16,990 11,660 5,505 1,750 35,905 37,772
17,020 11,626 5,640 300 34,586 38,402
15,380 7,965 8,200 1,500 33,045 40,934
14,555 10,947 4,940 1,580 32,022 35,385
12,730 14,311 2,845 1,055 30,941 34,610
10,300 8,552 2,005 2,150 23,007 25,486
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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