AoeStats
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Arabia

504033552Analyzed
3v3 RM · 4d ago on Sep 3, 2026· 37m 19s· 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
🇺🇸 Turks · United States
759
+4
🇺🇸 Huns · United States
652
+6
🇵🇹 Franks · Portugal
562
+8
🇧🇷 Teutons · Brazil
439
-7
🇺🇸 Teutons · United States
395
-6
🇨🇳 Wei · China
374
-5
Player eAPM Actions Feudal Castle Imperial Opening
33 1,239 11:33 19:30 36:36 ⛏ Fast Castle
22 812 14:03 18:50 ⛏ Fast Castle
14 536 11:34 24:54 ⛏ Fast Castle
12 466 12:01 21:49 ⚔ Skirmisher Rush
10 389 12:56 25:31 ⛏ Fast Castle
9 334 12:17 27:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,775 7,260 4,145 200 29,380 33,783
13,090 7,570 3,050 1,720 25,430 28,137
8,865 6,725 1,215 850 17,655 25,763
5,350 4,788 750 1,500 12,388 14,119
4,400 3,705 1,080 1,610 10,795 13,912
5,560 3,875 440 700 10,575 10,636
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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