AoeStats
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Arabia

506577822Analyzed
3v3 RM · 16d ago on Sep 14, 2026· 43m 42s· 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
🇨🇴 Slavs · Colombia
743
+10
719
+11
🇦🇺 Bohemians · Australia
711
+12
🇧🇷 Turks · Brazil
723
-15
🇨🇱 Franks · Chile
596
-10
🇵🇰 Poles · Pakistan
522
-8
Player eAPM Actions Feudal Castle Imperial Opening
29 1,269 10:06 31:17 — ⚔ Scout Rush
28 1,230 11:31 19:19 42:35
23 1,013 10:03 23:29 —
22 981 12:00 — —
18 801 12:09 28:04 — ⚔ Skirms into Archers
10 448 15:27 29:32 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,740 6,780 6,855 1,650 29,025 34,156
6,465 7,205 4,315 855 18,840 19,053
5,340 7,735 4,400 1,300 18,775 19,958
9,605 5,320 1,910 1,525 18,360 18,245
7,385 6,669 1,950 130 16,134 17,801
7,750 4,015 1,550 0 13,315 15,243
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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