AoeStats
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Arabia

509836894Analyzed
3v3 RM · 3d ago on Sep 28, 2026· 52m 52s· 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
🇨🇳 Romans · China
781
+15
🇺🇸 Vikings · United States
757
+16
🇨🇳 Tatars · China
692
+18
🇫🇷 Burgundians · France
793
-38
🇧🇷 Franks · Brazil
733
-16
🇮🇩 Japanese · Indonesia
712
-15
Player eAPM Actions Feudal Castle Imperial Opening
23 1,209 10:42 18:23 32:08 ⛏ Fast Castle
22 1,153 13:52 23:38 34:35 ⚔ Skirmisher Rush
20 1,065 11:09 20:24 35:13 ⛏ Fast Castle
19 998 14:03 19:03 — ⛏ Fast Castle
18 944 11:17 21:08 30:33 ⛏ Fast Castle
15 798 27:19 — — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,250 17,010 13,170 2,800 55,230 71,736
19,170 11,980 10,050 2,275 43,475 45,371
17,455 11,925 10,605 1,530 41,515 53,683
11,670 8,609 6,330 2,260 28,869 31,541
6,375 6,413 1,830 1,600 16,218 17,590
3,220 1,635 835 0 5,690 8,101
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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