AoeStats
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Arabia

510382609Analyzed
3v3 RM · 1d ago on Sep 30, 2026· 59m 40s· 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
🇮🇹 Spanish · Italy
627
+15
🇨🇴 Khmer · Colombia
606
+16
🇺🇸 Mongols · United States
593
+16
🇵🇱 Burgundians · Poland
647
-17
🇮🇳 Japanese · India
590
-15
🇮🇳 Portuguese · India
575
-15
Player eAPM Actions Feudal Castle Imperial Opening
46 2,762 11:22 24:27 36:46
26 1,543 11:51 17:37 35:32 ⛏ Fast Castle
13 805 13:13 30:46 44:59
12 730 14:09 21:40 39:42
8 485 15:26 31:23 53:38
4 233 17:05 — —

Resources

Player Food Wood Gold Stone Spent Collected
22,545 17,983 11,955 4,745 57,228 66,495
21,670 12,035 12,370 3,380 49,455 60,737
16,830 18,317 9,670 4,190 49,007 59,138
18,645 10,355 12,540 2,505 44,045 54,204
20,030 12,200 8,395 1,050 41,675 55,740
3,475 2,285 50 0 5,810 26,984
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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