AoeStats
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Arabia

507211533Analyzed
3v3 RM · 14d ago on Sep 17, 2026· 51m 45s· 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
🇺🇸 Hindustanis · United States
1117
+10
🇺🇸 Magyars · United States
1057
+12
🇺🇸 Khmer · United States
939
+16
🇨🇦 Byzantines · Canada
1005
-14
🇨🇦 Mongols · Canada
954
-12
🇨🇦 Portuguese · Canada
944
-12
Player eAPM Actions Feudal Castle Imperial Opening
47 2,450 10:54 18:39 36:18 ⚔ Skirmisher Rush
36 1,880 13:07 18:03 41:33 ⛏ Fast Castle
33 1,704 10:10 20:30 47:41 ⚔ Scout Rush
26 1,327 11:22 18:26 51:07
25 1,299 9:43 19:30 40:18 ⚔ Skirmisher Rush
21 1,081 9:49 16:27 39:14 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,955 35,230 12,215 3,350 73,750 74,169
24,360 15,578 10,425 2,360 52,723 58,605
18,405 15,039 8,990 1,780 44,214 50,361
19,205 12,724 8,115 1,600 41,644 47,560
12,440 14,460 8,595 2,900 38,395 45,240
12,160 9,563 7,275 980 29,978 33,226
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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