AoeStats
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Arabia

508060894Analyzed
3v3 RM · 10d ago on Sep 20, 2026· 47m 24s· 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
721
+19
🇲🇽 Turks · Mexico
675
+21
🇺🇸 Franks · United States
615
+22
🇸🇰 Bulgarians · Slovakia
810
-22
🇺🇦 Magyars · Ukraine
801
-22
🇺🇦 Bohemians · Ukraine
719
-18
Player eAPM Actions Feudal Castle Imperial Opening
30 1,442 12:54 25:26 — ⚔ M@A into Scouts
24 1,140 12:04 25:03 41:56 ⚔ Scout Rush
24 1,118 11:02 20:34 45:17 ⚔ Drush FC
19 880 11:24 43:28 — ⚔ M@A Rush
18 866 11:42 — —
17 783 11:12 20:44 37:55 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,940 10,258 7,925 1,640 36,763 40,063
16,535 10,961 6,490 2,115 36,101 40,952
17,790 9,830 5,855 2,600 36,075 38,817
10,415 5,465 2,645 2,400 20,925 21,847
9,045 3,605 2,030 135 14,815 17,732
4,715 6,105 200 1,155 12,175 15,896
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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