AoeStats
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Arabia

510284427Analyzed
3v3 RM · 3d ago on Sep 30, 2026· 29m 48s· 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
🇻🇳 Bohemians · Vietnam
994
+8
🇳🇱 Turks · Netherlands
873
+13
🇪🇸 Goths · Spain
869
+12
🇹🇷 Khmer · Türkiye
823
-12
🇹🇷 Berbers · Türkiye
812
-11
🇹🇷 Malians · Türkiye
784
-10
Player eAPM Actions Feudal Castle Imperial Opening
50 1,486 11:43 27:15 — ⚔ Scout Rush
34 1,024 11:17 20:05 — ⛏ Fast Castle
32 945 10:09 20:54 —
20 583 11:54 27:22 — ⛏ Fast Castle
19 564 11:31 15:51 — ⛏ Fast Castle
14 410 10:52 23:34 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,830 22,025 1,025 0 27,880 28,872
13,620 6,623 2,755 850 23,848 24,572
6,570 7,084 1,200 855 15,709 16,860
5,450 5,188 1,860 100 12,598 13,247
5,475 5,091 1,700 200 12,466 16,707
5,500 3,925 860 200 10,485 11,821
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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