AoeStats
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Arabia

510221512Analyzed
3v3 RM · 2d ago on Sep 30, 2026· 33m 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
🇺🇸 Bulgarians · United States
1541
+8
🇺🇸 Georgians · United States
1445
+11
🇺🇸 Franks · United States
1428
+11
🇺🇸 Magyars · United States
1375
-11
🇺🇸 Malians · United States
1326
-10
🇦🇺 Turks · Australia
1291
-9
Player eAPM Actions Feudal Castle Imperial Opening
63 2,115 9:42 24:45 — ⚔ Scout Rush
57 1,908 8:59 23:09 — ⚔ Scout Rush
46 1,528 9:10 23:28 — ⚔ Scout Rush
25 826 9:39 25:09 — ⚔ Scout Rush
25 833 9:17 21:25 — ⚔ Scout Rush
22 737 9:27 25:20 — ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
11,810 5,296 3,895 225 21,226 22,666
8,190 7,147 3,435 200 18,972 21,596
9,840 6,067 620 950 17,477 21,462
8,800 5,733 2,710 100 17,343 17,926
5,875 6,489 3,560 0 15,924 17,116
5,310 4,293 2,025 0 11,628 12,892
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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