AoeStats
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Arabia

509135234Analyzed
3v3 RM · 5d ago on Sep 25, 2026· 29m 3s· 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
🇷🇺 Mongols · Russia
1248
+11
🇪🇬 Britons · Egypt
1227
+12
🇪🇬 Franks · Egypt
1064
+20
🇫🇷 Maya · France
1282
-19
🇫🇷 Saracens · France
1196
-17
🇫🇷 Georgians · France
937
-7
Player eAPM Actions Feudal Castle Imperial Opening
66 1,909 9:22 22:12 — ⚔ Archer Rush
50 1,448 9:09 24:03 — ⚔ Archer Rush
27 780 9:44 25:37 — ⚔ Archers into Skirms
23 656 8:45 22:59 — ⚔ Scout Rush
22 648 10:32 27:07 — ⚔ Archer Rush
21 620 9:28 22:08 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,870 4,453 3,670 200 17,193 17,402
6,450 5,997 3,390 100 15,937 16,468
5,200 6,948 3,225 210 15,583 16,467
5,525 6,110 2,895 100 14,630 15,331
6,060 3,255 1,325 0 10,640 13,994
3,870 4,146 1,940 125 10,081 10,868
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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