AoeStats
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Arabia

510427751Analyzed
3v3 RM · 8h ago on Oct 1, 2026· 35m 6s· 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
🇺🇸 Byzantines · United States
1054
+17
🇨🇦 Berbers · Canada
1028
+18
🇺🇸 Magyars · United States
1018
+18
🇦🇷 Saracens · Argentina
1097
-19
🇩🇴 Franks · Dominican Republic
1075
-18
🇨🇳 Mongols · China
1031
-16
Player eAPM Actions Feudal Castle Imperial Opening
30 1,069 11:15 14:54 — ⛏ Fast Castle
22 786 10:31 16:57 — ⛏ Fast Castle
21 724 10:35 20:30 —
19 683 11:25 23:50 — ⚔ Scout Rush
19 667 8:53 18:58 — ⚔ Scout Rush
16 545 11:02 17:41 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,300 6,587 5,765 100 23,752 26,552
8,155 6,337 2,215 2,150 18,857 23,209
7,245 2,721 3,865 650 14,481 15,710
6,410 4,068 1,115 1,300 12,893 12,966
5,475 4,613 890 100 11,078 13,572
4,255 2,631 250 200 7,336 8,595
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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