AoeStats
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Arabia

507865709Analyzed
3v3 RM · 11d ago on Sep 20, 2026· 26m 58s· 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 · New Zealand
1557
+10
🇧🇷 Huns · Brazil
1500
+13
🇨🇳 Jurchens · China
1275
+22
🇷🇺 Armenians · Russia
1620
-23
🇧🇾 Poles · Belarus
1433
-24
🇷🇺 Ethiopians · Russia
1207
-7
Player eAPM Actions Feudal Castle Imperial Opening
68 1,840 8:27 23:46 — ⚔ Scout Rush
62 1,669 10:01 25:07 — ⚔ Archers into Skirms
51 1,371 10:08 20:48 — ⚔ M@A FC
42 1,146 10:21 14:09 — ⛏ Fast Castle
41 1,095 8:56 19:43 — ⛏ Fast Castle
39 1,054 9:30 22:02 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,890 4,795 1,670 100 14,455 14,868
5,850 5,834 2,535 100 14,319 15,157
8,725 3,952 670 0 13,347 13,629
4,250 4,644 3,610 0 12,504 12,728
6,225 4,659 720 450 12,054 13,402
5,025 4,813 1,890 125 11,853 12,164
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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