AoeStats
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Arabia

509150559Analyzed
3v3 RM · 5d ago on Sep 25, 2026· 25m 13s· 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
🇨🇿 Goths · Czechia
1201
+14
🇺🇸 Varangians · United States
1193
+15
🇲🇹 Celts · Malta
1133
+17
🇮🇳 Vietnamese · India
1403
-24
🇮🇳 Franks · India
1116
-31
🇮🇳 Turks · India
977
-27
Player eAPM Actions Feudal Castle Imperial Opening
58 1,471 9:49 — — ⚔ Archers into Skirms
50 1,272 11:18 24:31 — ⚔ Scout Rush
43 1,078 9:17 17:24 — ⛏ Fast Castle
41 1,043 9:38 24:36 — ⚔ Archer Rush
37 935 10:22 24:03 — ⚔ Scout Rush
33 834 9:14 23:33 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,555 4,410 1,375 100 12,440 12,828
5,610 4,682 1,830 0 12,122 13,987
4,375 4,304 2,060 0 10,739 11,396
5,580 3,570 650 100 9,900 12,072
5,165 3,829 485 0 9,479 12,668
4,375 1,930 525 0 6,830 7,191
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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