AoeStats
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Arabia

503719098Analyzed
3v3 RM · 2mo ago on Sep 2, 2026· 42m 42s· 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
🇧🇷 Burgundians · Brazil
815
+13
🇧🇷 Wu · Brazil
808
+13
🇧🇷 Lithuanians · Brazil
752
+16
vs
🇵🇾 Celts · Paraguay
763
-15
🇵🇾 Hindustanis · Paraguay
748
-14
🇵🇾 Vietnamese · Paraguay
729
-13
Player eAPM Actions Feudal Castle Imperial Opening
58 2,497 10:31 23:47 — ⚔ Scouts into Archers
28 1,191 11:42 20:39 — ⛏ Fast Castle
22 930 11:23 17:51 — ⛏ Fast Castle
22 946 9:32 — —
22 920 11:40 26:17 — ⚔ Scout Rush
15 639 10:13 27:01 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,430 10,915 7,410 1,725 34,480 36,061
12,750 10,522 5,395 200 28,867 30,872
10,820 5,790 3,445 2,700 22,755 23,318
4,270 9,815 5,565 200 19,850 21,988
6,665 7,758 1,930 1,400 17,753 20,698
5,900 5,461 180 440 11,981 12,551
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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