AoeStats
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Arabia

504272213Analyzed
3v3 RM · 29d ago on Sep 4, 2026· 63m 48s· 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 · Georgia
953
+14
🇬🇪 Goths · Georgia
944
+14
🇬🇪 Romans · Georgia
941
+14
🇺🇸 Ethiopians · United States
969
-16
🇺🇸 Teutons · United States
944
-16
🇺🇸 Jurchens · United States
813
-10
Player eAPM Actions Feudal Castle Imperial Opening
51 3,271 10:07 24:12 34:31 ⚔ Archer Rush
38 2,430 11:31 25:41 42:37
29 1,846 10:49 21:31 40:14
22 1,435 10:57 24:11 45:54 ⚔ Skirmisher Rush
20 1,261 11:56 18:40 39:33 ⛏ Fast Castle
19 1,209 10:39 23:41 39:36 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
41,755 18,073 14,990 950 75,768 79,582
25,250 26,223 14,600 1,500 67,573 73,415
29,120 8,885 24,130 2,800 64,935 73,389
13,705 25,607 18,980 1,635 59,927 71,725
23,135 15,833 7,580 2,400 48,948 50,602
19,720 12,180 7,850 3,400 43,150 58,098
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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