AoeStats
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Arabia

510526889Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 49m 21s· 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
🇳🇱 Saracens · Netherlands
979
+9
🇳🇱 Vietnamese · Netherlands
744
+25
🇳🇱 Franks · Netherlands
671
+35
🇨🇳 Mongols · China
954
-67
🇨🇳 Spanish · China
763
-15
🇨🇳 Japanese · China
710
-12
Player eAPM Actions Feudal Castle Imperial Opening
47 2,325 9:25 20:49 37:22 ⚔ Archer Rush
30 1,472 12:03 21:08 37:36 ⚔ FC into Archers
27 1,327 13:10 20:15 37:15 ⛏ Fast Castle
20 977 12:57 18:02 — ⛏ Fast Castle
14 696 10:37 21:58 44:17 ⚔ Scout Rush
11 546 9:27 22:10 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,375 14,554 7,340 2,190 38,459 51,008
10,590 11,842 11,515 1,950 35,897 40,573
16,950 6,620 2,695 100 26,365 36,289
7,775 7,940 7,325 650 23,690 30,260
8,760 3,285 2,550 2,120 16,715 19,865
6,540 6,219 1,225 2,540 16,524 18,860
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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