AoeStats
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Arabia

505556158Analyzed
3v3 RM · 22d ago on Sep 10, 2026· 41m 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
🇦🇷 Romans · Argentina
1039
+11
🇫🇷 Wei · France
1027
+11
🇺🇾 Mongols · Uruguay
985
+13
🇺🇸 Inca · United States
938
-12
🇺🇸 Georgians · United States
922
-12
🇺🇸 Ethiopians · United States
898
-11
Player eAPM Actions Feudal Castle Imperial Opening
47 1,957 8:44 24:44 — ⚔ Scout Rush
33 1,363 14:46 19:03 — ⛏ Fast Castle
18 737 10:09 15:55 31:19 ⛏ Fast Castle
16 663 12:36 22:26 — ⛏ Fast Castle
14 568 9:03 25:07 —
14 581 12:07 23:13 —

Resources

Player Food Wood Gold Stone Spent Collected
13,880 11,586 5,085 1,570 32,121 40,844
12,545 9,900 3,830 1,500 27,775 29,423
13,845 7,801 2,100 2,270 26,016 36,920
10,765 9,404 4,215 850 25,234 31,413
8,520 4,240 1,705 2,080 16,545 17,020
6,990 4,345 300 325 11,960 17,425
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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