AoeStats
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Arabia

508659387Analyzed
3v3 RM · 9d ago on Sep 23, 2026· 55m 40s· 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
🇩🇪 Byzantines · Germany
704
+14
🇺🇸 Romans · United States
653
+16
🇺🇸 Huns · United States
562
+19
🇪🇪 Gurjaras · Estonia
658
-17
🇰🇪 Japanese · Kenya
647
-16
🇪🇸 Chinese · Spain
632
-16
Player eAPM Actions Feudal Castle Imperial Opening
26 1,463 12:09 23:20 38:46 ⚔ Archer Rush
24 1,332 10:10 22:28 40:52 ⚔ Scout Rush
19 1,048 10:41 29:04 40:21
14 778 12:59 23:33 — ⛏ Fast Castle
14 797 10:31 26:43 42:02
8 461 13:37 30:51 46:44 ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
22,330 18,481 11,360 2,150 54,321 73,315
14,875 17,575 10,430 2,695 45,575 49,994
20,430 9,920 12,525 1,400 44,275 53,484
16,440 15,100 7,965 2,005 41,510 55,273
13,795 12,785 4,115 2,585 33,280 34,555
7,925 12,324 6,550 2,660 29,459 32,592
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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