AoeStats
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Arabia

507586534Analyzed
3v3 RM · 14d ago on Sep 18, 2026· 27m 47s· 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
🇧🇷 Maya · Brazil
1306
+9
🇧🇷 Saracens · Brazil
1263
+11
🇧🇷 Shu · Brazil
937
+23
🇨🇭 Turks · Switzerland
1156
-15
🇪🇸 Persians · Spain
1140
-15
🇧🇷 Mongols · Brazil
1102
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 1,077 9:49 25:19 — ⚔ Archer Rush
34 942 9:07 25:06 — ⚔ Scout Rush
29 813 9:00 22:38 — ⚔ Archer Rush
21 581 8:55 21:34 — ⚔ Skirmisher Rush
16 443 11:59 16:52 — ⛏ Fast Castle
15 408 12:29 20:03 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,425 5,554 2,565 200 13,744 16,610
6,290 5,547 1,140 750 13,727 14,754
8,410 4,002 1,195 0 13,607 13,640
5,510 5,450 1,655 200 12,815 14,507
4,425 3,126 400 1,055 9,006 10,269
3,150 2,852 250 100 6,352 7,234
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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