AoeStats
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Arabia

510652329Analyzed
3v3 RM · 1d ago on Oct 2, 2026· 41m 0s· 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
🇧🇷 Lithuanians · Brazil
810
+12
🇧🇷 Magyars · Brazil
746
+14
🇧🇷 Varangians · Brazil
740
+14
🇺🇸 Georgians · United States
775
-15
🇨🇦 Ethiopians · Canada
711
-14
🇨🇴 Chinese · Colombia
637
-11
Player eAPM Actions Feudal Castle Imperial Opening
56 2,309 10:29 26:13 — ⚔ Scout Rush
42 1,740 12:36 21:45 — ⛏ Fast Castle
34 1,403 10:51 32:09 —
17 678 11:52 22:57 37:38
16 637 10:10 22:22 — ⚔ Scout Rush
16 663 10:59 30:06 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,235 17,056 1,965 1,520 28,776 28,810
12,115 8,440 6,330 950 27,835 30,106
11,545 7,468 4,270 950 24,233 26,414
10,290 7,185 1,840 950 20,265 20,926
9,475 3,191 4,060 1,400 18,126 21,350
4,870 3,202 805 170 9,047 9,190
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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