AoeStats
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Arabia

503275423Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 37m 52s· 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
🇺🇸 Vietnamese · United States
891
+13
🇹🇷 Franks · Türkiye
821
+16
🇹🇷 Poles · Türkiye
809
+16
🇧🇪 Romans · Belgium
845
-16
🇨🇴 Ethiopians · Colombia
825
-15
🇧🇪 Franks · Belgium
786
-34
Player eAPM Actions Feudal Castle Imperial Opening
32 1,195 11:21 16:14 ⛏ Fast Castle
18 676 9:52 21:51 ⚔ Scout Rush
14 515 15:25 26:53 ⚔ Scout Rush
13 493 11:39 24:02 ⛏ Fast Castle
13 478 11:57 25:11 ⛏ Fast Castle
5 185 13:22 23:13 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,350 7,162 2,550 1,500 21,562 26,432
9,100 7,291 3,195 1,750 21,336 24,343
7,190 7,895 2,710 1,600 19,395 24,473
12,175 5,475 670 850 19,170 24,285
5,175 4,585 1,475 920 12,155 16,330
4,370 2,491 1,100 0 7,961 9,212
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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