AoeStats
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Arabia

503438422Analyzed
3v3 RM · 9d ago on Aug 31, 2026· 27m 21s· 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
🇸🇪 Mongols · Sweden
1165
+15
🇸🇪 Ethiopians · Sweden
1139
+16
1017
+22
🇬🇧 Franks · United Kingdom
1175
-19
🇵🇰 Ethiopians · Pakistan
1165
-19
🇹🇷 Malay · Türkiye
1093
-15
Player eAPM Actions Feudal Castle Imperial Opening
70 1,928 9:58 23:00 ⚔ Archer Rush
62 1,703 9:20 24:24 ⚔ Scouts into Skirms
46 1,269 11:22 16:08 ⛏ Fast Castle
35 960 13:42 17:58 ⛏ Fast Castle
31 843 9:12 23:46 ⚔ Archer Rush
22 607 9:09 25:30 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,890 6,049 980 300 15,219 15,813
5,475 6,025 2,790 100 14,390 14,562
4,910 3,418 1,770 100 10,198 10,636
6,125 3,541 250 125 10,041 13,392
4,685 4,219 390 225 9,519 11,138
3,625 3,384 1,110 535 8,654 9,031
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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