AoeStats
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Arabia

509029728Analyzed
3v3 RM · 5d ago on Sep 25, 2026· 43m 34s· 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
🇳🇴 Magyars · Norway
880
+9
🇨🇳 Persians · China
705
+15
🇺🇸 Franks · United States
701
+32
🇺🇸 Dravidians · United States
704
-13
🇺🇸 Georgians · United States
700
-13
🇺🇸 Italians · United States
699
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 1,542 10:10 23:31 37:54 ⚔ Scout Rush
33 1,435 11:40 19:52 42:38 ⛏ Fast Castle
12 504 12:10 25:28 —
10 429 11:21 25:49 39:37
9 382 14:28 23:20 38:19 ⛏ Fast Castle
7 293 10:24 25:38 40:27 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,940 8,706 9,080 3,280 46,006 50,023
10,095 7,550 5,355 2,300 25,300 28,524
8,565 10,802 3,935 1,525 24,827 31,675
8,870 3,835 2,125 3,515 18,345 21,485
9,500 4,495 2,125 1,250 17,370 21,971
6,365 4,855 2,795 875 14,890 16,059
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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