AoeStats
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Arabia

514053726Analyzed
3v3 RM · 1d ago on Oct 16, 2026· 66m 28s· 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
🇩🇰 Khmer · Denmark
920
+12
🇩🇰 Inca · Denmark
809
+17
🇩🇰 Magyars · Denmark
702
+22
vs
🇦🇹 Hindustanis · Austria
887
-19
🇧🇪 Persians · Belgium
873
-19
735
-13
Player eAPM Actions Feudal Castle Imperial Opening
36 2,384 10:09 23:22 39:08 ⚔ Scout Rush
30 2,027 12:08 20:04 47:55 ⚔ Archer Rush
19 1,237 14:07 19:00 32:23 ⛏ Fast Castle
13 866 10:21 16:03 58:31 ⛏ Fast Castle
10 644 10:28 32:30 49:46
2 127 — — —

Resources

Player Food Wood Gold Stone Spent Collected
41,760 19,269 18,155 3,515 82,699 87,716
26,765 25,598 12,330 4,145 68,838 80,693
32,910 14,803 15,725 2,365 65,803 71,697
28,490 12,105 19,430 3,400 63,425 75,765
14,265 5,500 9,105 1,505 30,375 33,627
500 225 0 0 725 722
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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