AoeStats
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Arabia

510586822Analyzed
3v3 RM · 22h ago on Oct 1, 2026· 34m 23s· 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
🇧🇷 Japanese · Brazil
1105
+14
🇮🇳 Persians · India
1017
+17
🇬🇧 Magyars · United Kingdom
984
+19
🇮🇱 Portuguese · Israel
1156
-22
🇷🇴 Spanish · Romania
1045
-16
🇮🇱 Ethiopians · Israel
947
-12
Player eAPM Actions Feudal Castle Imperial Opening
62 2,122 10:34 24:29 — ⚔ Scouts into Skirms
49 1,673 10:20 24:02 — ⚔ Drush into Scouts
36 1,247 9:00 23:24 — ⚔ Scout Rush
33 1,131 10:00 23:40 — ⚔ Archer Rush
24 838 9:43 26:35 — ⚔ Archer Rush
22 759 11:34 23:05 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,580 6,526 2,395 200 20,701 20,784
7,625 7,118 4,335 100 19,178 21,607
7,640 7,046 2,270 750 17,706 18,955
8,465 5,618 1,650 200 15,933 18,249
6,325 5,144 2,205 750 14,424 15,210
5,560 4,389 1,535 100 11,584 13,372
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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