AoeStats
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Arabia

503865693Analyzed
3v3 RM · 7d ago on Sep 2, 2026· 33m 28s· 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
🇪🇸 Berbers · Spain
1199
+9
🇪🇸 Cumans · Spain
1162
+11
🇪🇸 Huns · Spain
954
+20
🇦🇷 Mongols · Argentina
1089
-15
🇦🇷 Koreans · Argentina
1033
-13
🇦🇷 Byzantines · Argentina
1023
-12
Player eAPM Actions Feudal Castle Imperial Opening
54 1,803 9:48 21:54 ⚔ Scout Rush
36 1,212 8:47 24:50 ⚔ Scout Rush
29 979 9:51 23:38 ⚔ Archer Rush
28 951 10:49 22:42 ⚔ Skirmisher Rush
28 922 10:38 20:47 ⛏ Fast Castle
18 590 10:45 25:31 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,920 6,949 3,350 215 22,434 24,380
11,590 6,465 2,780 200 21,035 25,147
9,805 5,914 2,450 650 18,819 19,218
9,600 6,035 2,310 245 18,190 21,956
6,335 8,001 3,385 200 17,921 20,258
8,845 5,204 3,355 100 17,504 18,652
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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