AoeStats
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Arabia

509529133Analyzed
3v3 RM · 5d ago on Sep 27, 2026· 66m 48s· 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
🇺🇸 Ethiopians · United States
827
+18
🇺🇸 Mongols · United States
821
+18
🇺🇸 Varangians · United States
804
+19
🇦🇷 Goths · Argentina
910
-20
🇹🇼 Turks · Taiwan
876
-19
🇺🇸 Celts · United States
813
-16
Player eAPM Actions Feudal Castle Imperial Opening
40 2,644 12:02 16:26 22:51 ◆ FC into Fast Imp
29 1,913 13:03 23:43 46:46 ⚔ M@A Rush
18 1,179 11:11 23:11 42:37 ⚔ Scout Rush
16 1,100 10:26 24:02 38:05 ⚔ Archer Rush
13 873 11:09 23:51 47:33 ⚔ Skirmisher Rush
12 774 10:07 19:14 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,370 25,265 20,090 2,500 72,225 90,497
24,385 17,893 15,700 2,180 60,158 79,719
23,720 13,053 11,345 3,170 51,288 55,852
19,540 11,490 4,705 3,550 39,285 41,527
15,375 7,260 6,070 1,400 30,105 31,873
9,870 7,684 9,275 750 27,579 33,638
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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