AoeStats
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Arabia

503775346Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 55m 46s· 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
🇯🇵 Magyars · Japan
896
+14
🇨🇳 Persians · China
868
+15
🇦🇺 Jurchens · Australia
828
+17
🇪🇸 Franks · Spain
896
-17
🇹🇷 Turks · Türkiye
849
-15
🇹🇷 Bulgarians · Türkiye
814
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 2,852 11:51 25:48 39:55 ⚔ Scout Rush
37 2,040 9:52 20:25 38:12 ⚔ Scout Rush
36 2,028 15:30 24:14 44:52
31 1,752 10:04 24:01 37:33
21 1,189 28:10 ⚔ Skirmisher Rush
15 817 11:18 21:45 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,825 41,705 8,095 1,625 79,250 84,533
24,455 12,684 9,810 2,905 49,854 50,787
25,650 13,387 7,410 3,090 49,537 62,849
13,460 7,820 4,910 3,100 29,290 45,448
6,570 3,675 740 650 11,635 12,334
4,910 4,187 50 30 9,177 13,561
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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