AoeStats
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Arabia

510546912Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 53m 19s· 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
🇩🇪 Danes · Germany
606
+11
🇹🇷 Khmer · Türkiye
576
+13
🇹🇼 Britons · Taiwan
566
+13
🇮🇪 Inca · Ireland
518
-13
🇶🇦 Vikings · Qatar
495
-12
🇮🇪 Turks · Ireland
493
-12
Player eAPM Actions Feudal Castle Imperial Opening
24 1,259 11:06 44:23 — ⚔ Scout Rush
19 1,035 11:55 22:29 35:37 ⛏ Fast Castle
12 634 14:56 25:27 46:43 ⛏ Fast Castle
10 540 10:07 22:08 37:29 ⚔ FC into Scouts
9 472 15:45 26:21 36:04 ⚔ FC into Archers
8 403 15:47 29:48 53:10

Resources

Player Food Wood Gold Stone Spent Collected
25,105 16,025 13,280 3,450 57,860 65,087
23,815 6,520 18,825 1,115 50,275 56,250
15,770 10,550 7,855 2,925 37,100 39,059
10,955 9,290 7,815 2,100 30,160 31,852
12,010 8,640 1,985 1,420 24,055 24,865
7,930 5,830 2,475 2,050 18,285 23,532
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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