AoeStats
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Arabia

503332744Analyzed
3v3 RM · 10d ago on Aug 31, 2026· 61m 53s· 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
🇦🇺 Spanish · Australia
734
+15
🇦🇺 Magyars · Australia
710
+16
🇦🇺 Franks · Australia
681
+18
🇳🇿 Franks · New Zealand
1000
-50
🇳🇿 Mongols · New Zealand
575
-10
🇳🇿 Khmer · New Zealand
575
-10
Player eAPM Actions Feudal Castle Imperial Opening
24 1,491 10:28 23:02 37:26 ⚔ Scout Rush
21 1,320 12:00 23:20 34:12 ⚔ Scout Rush
14 854 11:14 15:47 32:03 ⛏ Fast Castle
14 887 9:32 28:32 42:24 ⚔ Scout Rush
9 578 11:47 20:07 36:47 ⛏ Fast Castle
7 412 17:38 38:55

Resources

Player Food Wood Gold Stone Spent Collected
21,485 14,296 17,885 2,300 55,966 87,650
20,940 16,768 13,165 3,855 54,728 71,852
21,365 13,260 12,475 3,605 50,705 77,670
23,700 12,089 11,115 2,805 49,709 50,824
12,450 15,129 3,905 1,095 32,579 38,879
6,770 3,640 760 0 11,170 16,229
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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