AoeStats
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Arabia

518443799Analyzed
3v3 RM · 3d ago on Nov 3, 2026· 53m 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 · Australia
1126
+12
🇦🇺 Ethiopians · Australia
1105
+13
🇦🇺 Shu · Australia
1103
+13
vs
🇪🇸 Sicilians · Spain
1094
-14
🇦🇺 Vikings · Australia
1029
-12
🇳🇴 Cumans · Norway
1019
-12
Player eAPM Actions Feudal Castle Imperial Opening
34 1,818 8:58 24:27 38:21 ⚔ Archer Rush
32 1,700 8:29 20:32 36:52 ⚔ Scout Rush
32 1,678 9:19 21:47 36:09 ⚔ Archer Rush
22 1,151 10:56 17:49 32:01 ⛏ Fast Castle
19 997 11:10 31:18 —
13 671 10:20 23:51 — ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
47,340 8,150 13,030 3,325 71,845 78,785
21,025 23,878 20,350 5,725 70,978 71,807
25,945 12,838 19,165 850 58,798 66,029
16,085 19,041 14,225 2,150 51,501 54,641
7,405 5,260 990 1,075 14,730 16,336
7,710 5,704 340 555 14,309 15,082
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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