AoeStats
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Arabia

503752106Analyzed
3v3 RM · 7d ago on Sep 2, 2026· 14m 52s· 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
🇺🇸 Georgians · United States
1259
+15
🇺🇸 Vikings · United States
1259
+15
🇺🇸 Ethiopians · United States
1210
+33
🇷🇺 Wei · Russia
1274
-17
🇹🇼 Franks · Taiwan
1221
-15
🇦🇹 Vietnamese · Austria
1207
-14
Player eAPM Actions Feudal Castle Imperial Opening
63 943 9:25 ⚔ M@A into Archers
57 843 9:16 ⚔ M@A into Archers
48 716 9:35
47 696 9:37 ⚔ Scout Rush
46 681 8:59 ⚔ Scout Rush
26 387 11:32 ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
3,050 2,115 50 0 5,215 5,451
2,850 1,723 445 0 5,018 5,529
2,755 2,027 90 0 4,872 4,873
2,525 1,800 330 0 4,655 4,906
2,305 1,622 90 0 4,017 4,485
1,860 1,448 140 0 3,448 4,376
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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