AoeStats
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Arabia

503493642Analyzed
3v3 RM · 9d ago on Aug 31, 2026· 47m 47s· 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
🇦🇷 Persians · Argentina
918
+18
🇦🇷 Poles · Argentina
886
+19
🇦🇷 Italians · Argentina
874
+20
🇲🇽 Tatars · Mexico
969
-19
🇨🇴 Burgundians · Colombia
958
-57
🇦🇷 Vietnamese · Argentina
940
-18
Player eAPM Actions Feudal Castle Imperial Opening
36 1,731 9:42 21:39 43:34 ⛏ Fast Castle
25 1,183 12:17 24:26 ⚔ Scout Rush
20 954 12:11 23:52 45:46 ⚔ Scout Rush
17 817 11:19 24:47 37:13
12 567 13:03 17:17 ⛏ Fast Castle
7 335 10:35

Resources

Player Food Wood Gold Stone Spent Collected
18,360 14,070 4,915 2,275 39,620 47,330
14,215 12,976 4,440 1,500 33,131 35,396
13,630 7,688 7,195 1,870 30,383 35,431
10,665 8,258 3,205 1,535 23,663 25,693
5,830 4,500 960 200 11,490 13,067
2,450 655 50 0 3,155 4,104
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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