AoeStats
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Arabia

503520636Analyzed
3v3 RM · 9d ago on Sep 1, 2026· 65m 7s· 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
🇺🇸 Turks · United States
1102
+8
🇺🇸 Britons · United States
814
+20
🇺🇸 Magyars · United States
801
+20
🇵🇪 Khmer · Peru
950
-18
🇵🇪 Magyars · Peru
908
-16
844
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 2,275 9:52 24:03 46:34 ⚔ Archer Rush
30 1,985 10:45 18:11 37:40 ⛏ Fast Castle
25 1,613 15:26 23:41 57:02 ⛏ Fast Castle
23 1,505 11:23 21:24 57:43 ⚔ FC into Skirms
20 1,271 11:19 23:11 40:25 ⚔ Scout Rush
16 1,072 8:13 20:00 46:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,825 15,665 13,765 2,940 60,195 71,440
26,210 11,158 10,185 2,800 50,353 57,171
21,810 10,872 12,495 3,205 48,382 59,977
14,690 13,298 14,000 2,050 44,038 51,438
13,985 12,298 5,590 1,490 33,363 36,624
13,220 10,997 3,810 1,575 29,602 31,087
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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