AoeStats
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Arabia

508927602Analyzed
3v3 RM · 9d ago on Sep 24, 2026· 52m 43s· 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
🇺🇸 Inca · United States
962
+14
🇸🇪 Poles · Sweden
957
+14
🇹🇼 Bulgarians · Taiwan
941
+15
🇹🇷 Huns · Türkiye
923
-14
🇹🇷 Magyars · Türkiye
923
-15
🇹🇷 Italians · Türkiye
900
-14
Player eAPM Actions Feudal Castle Imperial Opening
30 1,601 9:48 21:20 34:08 ⚔ Scout Rush
29 1,504 11:42 21:07 48:14 ⛏ Fast Castle
27 1,425 11:13 15:16 37:27 ⛏ Fast Castle
24 1,246 8:56 15:15 27:47 ⛏ Fast Castle
21 1,088 11:28 25:42 —
17 886 11:10 25:11 43:15 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,390 9,382 24,295 3,030 66,097 67,754
13,705 13,790 9,885 1,500 38,880 41,947
17,225 10,029 7,725 1,500 36,479 44,502
17,435 8,490 6,885 1,400 34,210 51,956
11,605 9,080 3,550 1,600 25,835 33,702
9,220 7,385 1,610 1,010 19,225 19,209
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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