AoeStats
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Arabia

503645342Analyzed
3v3 RM · 29d ago on Sep 1, 2026· 58m 15s· 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
🇺🇸 Persians · United States
1113
+16
🇺🇸 Japanese · United States
1071
+18
🇫🇷 Chinese · France
1057
+19
🇹🇼 Persians · Taiwan
1134
-18
🇹🇼 Malay · Taiwan
1120
-18
🇨🇳 Franks · China
1105
-17
Player eAPM Actions Feudal Castle Imperial Opening
57 3,313 9:56 25:24 43:20 ⚔ Skirmisher Rush
48 2,821 9:12 21:27 51:35 ⚔ Scout Rush
38 2,195 9:51 24:19 46:38 ⚔ Archers into Skirms
38 2,188 10:59 23:02 34:19 ⚔ Scout Rush
34 1,966 9:15 23:30 43:56 ⚔ Scout Rush
24 1,379 11:07 34:45 55:49 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
36,045 14,925 20,120 2,250 73,340 82,409
30,285 22,955 17,435 2,250 72,925 74,104
36,215 17,670 16,635 2,375 72,895 75,828
28,265 26,119 11,080 3,100 68,564 86,635
21,485 16,420 7,350 2,725 47,980 54,686
14,850 9,058 4,250 1,750 29,908 35,228
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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