AoeStats
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Arabia

513487548Analyzed
3v3 RM · 5d ago on Oct 13, 2026· 38m 5s· 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 · Türkiye
991
+9
🇦🇷 Persians · Argentina
900
+13
🇩🇪 Poles · Germany
873
+14
vs
🇬🇧 Malians · United Kingdom
867
-13
🇬🇧 Sicilians · United Kingdom
833
-12
🇬🇧 Britons · United Kingdom
797
-11
Player eAPM Actions Feudal Castle Imperial Opening
38 1,444 11:26 26:39 — ⚔ Towers FC
32 1,211 9:48 24:43 — ⚔ Scout Rush
25 943 10:56 23:33 — ⚔ M@A Rush
20 774 10:47 29:33 — ⚔ Scouts into Skirms
15 563 10:26 20:14 36:50 ⚔ Drush FC
11 430 11:55 20:32 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,310 8,703 3,720 200 24,933 29,576
10,960 7,540 3,540 1,050 23,090 25,623
9,270 8,280 2,490 235 20,275 22,910
5,550 8,491 2,170 1,250 17,461 18,248
7,175 3,525 3,215 1,550 15,465 18,078
6,915 4,087 2,165 875 14,042 15,826
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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