AoeStats
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Arabia

510163512Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 47m 49s· 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
🇺🇾 Tatars · Uruguay
945
+15
🇺🇸 Danes · United States
921
+16
🇬🇧 Magyars · United Kingdom
915
+17
🇦🇹 Franks · Austria
956
-17
🇩🇪 Britons · Germany
951
-17
🇦🇹 Romans · Austria
890
-14
Player eAPM Actions Feudal Castle Imperial Opening
35 1,680 10:49 21:32 43:23 ⚔ Scout Rush
31 1,461 12:24 16:58 42:43 ⛏ Fast Castle
30 1,433 12:27 21:06 —
27 1,285 10:46 23:14 45:34 ⚔ Scout Rush
17 794 10:54 16:30 45:47 ⛏ Fast Castle
11 539 12:10 22:03 —

Resources

Player Food Wood Gold Stone Spent Collected
21,525 20,962 8,080 1,725 52,292 55,835
14,295 17,725 3,320 950 36,290 39,980
16,410 8,501 6,425 3,450 34,786 44,704
10,830 9,320 5,275 2,900 28,325 32,680
11,105 5,965 3,680 2,200 22,950 26,005
6,625 5,448 1,160 850 14,083 16,943
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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