AoeStats
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Arabia

504422772Analyzed
3v3 RM · 26d ago on Sep 5, 2026· 63m 55s· 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
🇻🇳 Berbers · Vietnam
1028
+11
🇻🇳 Mongols · Vietnam
970
+14
🇻🇳 Poles · Vietnam
808
+20
🇺🇾 Britons · Uruguay
984
-18
🇺🇾 Poles · Uruguay
948
-16
🇺🇾 Huns · Uruguay
810
-11
Player eAPM Actions Feudal Castle Imperial Opening
46 2,927 11:20 20:30 37:47 ⚔ Scout Rush
24 1,531 9:54 20:52 36:42 ⚔ Archer Rush
20 1,307 13:05 17:51 37:30 ⛏ Fast Castle
18 1,162 11:50 25:02 38:25 ⚔ Scout Rush
17 1,078 10:31 25:26 38:28 ⚔ Scout Rush
5 337 16:06 — —

Resources

Player Food Wood Gold Stone Spent Collected
27,515 28,891 23,290 3,650 83,346 95,343
40,880 18,699 15,795 2,200 77,574 83,292
42,340 23,192 9,040 2,800 77,372 86,293
15,170 14,374 11,825 4,850 46,219 48,410
22,390 8,719 3,910 930 35,949 45,519
2,400 2,130 50 0 4,580 5,878
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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