AoeStats
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Arabia

503558982Analyzed
3v3 RM · 7d ago on Sep 1, 2026· 66m 10s· 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
🇻🇳 Celts · Vietnam
720
+15
🇻🇳 Franks · Vietnam
672
+17
🇻🇳 Byzantines · Vietnam
671
+17
🇹🇷 Franks · Türkiye
736
-18
🇦🇺 Spanish · Australia
721
-32
🇹🇷 Turks · Türkiye
652
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 2,227 9:56 21:06 32:11 ⛏ Fast Castle
32 2,136 12:54 20:54 38:02 ⛏ Fast Castle
27 1,816 10:49 24:28 44:00
18 1,163 10:37 23:57 55:43 ⚔ Scout Rush
16 1,036 11:12 25:05 33:36
10 694 14:37 19:06 26:50 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
39,350 29,350 15,890 4,815 89,405 93,721
27,560 15,255 12,430 1,505 56,750 97,100
23,000 15,455 12,930 3,685 55,070 76,561
25,290 10,459 17,195 1,500 54,444 81,621
13,225 8,245 9,200 2,250 32,920 46,674
13,155 9,430 5,715 725 29,025 31,115
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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