AoeStats
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Arabia

503603562Analyzed
3v3 RM · 29d ago on Sep 1, 2026· 89m 30s· 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
🇦🇺 Mongols · Australia
907
+13
🇦🇺 Maya · Australia
880
+15
🇦🇺 Spanish · Australia
878
+15
🇯🇵 Malay · Japan
892
-16
🇹🇷 Franks · Türkiye
850
-14
🇫🇷 Celts · France
813
-13
Player eAPM Actions Feudal Castle Imperial Opening
52 4,672 13:13 19:11 39:27 ⚔ Scout Rush
34 3,019 9:16 25:04 46:35 ⚔ M@A Rush
34 3,045 10:11 25:33 44:50 ⚔ Scout Rush
22 1,952 10:20 33:52 55:51 ⚔ Archer Rush
16 1,465 10:59 20:19 38:33 ⚔ Scouts FC
16 1,403 10:09 18:44 48:24 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
44,355 65,085 43,800 4,225 157,465 189,642
31,005 25,530 32,560 4,735 93,830 125,495
33,930 35,348 19,360 3,640 92,278 103,962
40,445 21,390 19,900 2,750 84,485 124,152
24,080 31,677 16,720 3,115 75,592 81,335
28,455 25,180 10,690 4,075 68,400 71,014
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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