AoeStats
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Arabia

503734290Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 45m 37s· 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 · Chile
1152
+15
🇦🇷 Berbers · Argentina
1095
+18
🇹🇼 Poles · Taiwan
1077
+18
🇹🇳 Portuguese · Tunisia
1149
-18
🇫🇷 Cumans · France
1121
-17
🇫🇷 Magyars · France
1118
-16
Player eAPM Actions Feudal Castle Imperial Opening
58 2,669 8:51 21:43 ⚔ Scout Rush
50 2,275 8:37 21:21 38:48 ⚔ Scout Rush
50 2,290 9:52 23:43 ⚔ Scouts into Archers
24 1,088 10:49 23:57 40:55 ⚔ Scout Rush
22 989 10:58 19:29 ⛏ Fast Castle
18 837 10:33 25:12

Resources

Player Food Wood Gold Stone Spent Collected
21,060 5,920 12,800 400 40,180 43,553
17,700 13,788 5,420 1,785 38,693 42,332
20,765 10,981 4,065 1,800 37,611 44,172
8,745 13,273 7,155 2,900 32,073 34,172
13,825 12,424 2,890 950 30,089 34,314
12,625 11,108 3,070 850 27,653 33,200
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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