AoeStats
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Arabia

508143169Analyzed
3v3 RM · 11d ago on Sep 21, 2026· 42m 16s· 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
🇺🇸 Huns · United States
762
+15
🇩🇪 Wei · Germany
752
+15
🇧🇴 Teutons · Bolivia
698
+17
🇨🇴 Lithuanians · Colombia
798
-19
🇧🇷 Chinese · Brazil
764
-17
🇺🇸 Khmer · United States
626
-11
Player eAPM Actions Feudal Castle Imperial Opening
40 1,711 10:01 20:43 30:39 ⚔ Scout Rush
30 1,251 9:58 23:55 39:44 ⚔ Scout Rush
27 1,130 12:53 19:06 38:56 ⛏ Fast Castle
22 945 9:43 23:07 41:24 ⚔ Skirmisher Rush
10 436 14:46 23:29 —
9 393 10:00 23:45 34:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,750 15,980 8,000 2,200 40,930 43,409
13,815 11,405 4,815 1,470 31,505 34,728
14,250 11,885 2,470 780 29,385 31,149
11,225 11,215 5,410 1,505 29,355 34,244
12,505 5,975 5,230 1,765 25,475 29,316
8,010 6,551 2,110 1,395 18,066 18,381
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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