AoeStats
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Arabia

503910391Analyzed
3v3 RM · 2mo ago on Sep 3, 2026· 94m 41s· 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
🇺🇸 Japanese · United States
1005
+14
🇺🇸 Persians · United States
930
+18
🇺🇸 Magyars · United States
812
+23
vs
🇦🇷 Vietnamese · Argentina
1010
-20
🇦🇷 Khmer · Argentina
1003
-20
🇪🇸 Lithuanians · Spain
900
-15
Player eAPM Actions Feudal Castle Imperial Opening
43 4,103 9:35 23:15 36:52 ⚔ Archers into Fish Boom
30 2,824 10:50 18:42 35:34 ⛏ Fast Castle
28 2,628 10:43 19:35 38:53 ⛏ Fast Castle
27 2,595 9:25 26:27 62:28 ⚔ Skirmisher Rush
21 1,997 13:20 24:15 45:38 ⛏ Fast Castle
19 1,758 13:02 28:26 45:35 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
92,670 26,717 25,160 2,700 147,247 150,694
54,420 61,318 22,360 2,300 140,398 156,594
51,245 50,845 26,960 6,000 135,050 145,427
71,770 29,250 30,890 2,800 134,710 171,478
40,535 36,901 42,835 3,000 123,271 126,735
26,525 16,054 13,795 3,965 60,339 65,417
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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