AoeStats
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Arabia

510749480Analyzed
3v3 RM · 21h ago on Oct 2, 2026· 44m 31s· 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
🇨🇳 Tatars · China
1095
+16
🇨🇳 Bengalis · China
1070
+16
🇻🇳 Saxons · Vietnam
1110
-17
🇹🇼 Mongols · Taiwan
1100
-16
🇨🇳 Spanish · China
1047
-14
Player eAPM Actions Feudal Castle Imperial Opening
45 1,992 10:27 23:54 — ⚔ Archers into Skirms
42 1,861 9:43 21:24 37:52 ⚔ Scout Rush
40 1,775 9:44 20:17 40:08
38 1,676 10:36 15:38 44:24 ⛏ Fast Castle
38 1,702 10:20 20:21 37:36 ⛏ Fast Castle
31 1,367 10:54 18:20 40:01

Resources

Player Food Wood Gold Stone Spent Collected
20,960 10,689 8,025 2,335 42,009 46,100
13,630 13,082 6,255 3,030 35,997 41,058
16,770 8,580 5,270 2,150 32,770 38,220
14,480 9,025 6,645 1,225 31,375 42,274
11,305 10,518 4,215 1,600 27,638 34,538
6,665 7,356 2,855 1,215 18,091 19,282
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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