AoeStats
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Arabia

506731341Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 29m 10s· 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
🇧🇷 Berbers · Brazil
1504
+11
🇨🇴 Persians · Colombia
1479
+12
🇸🇪 Turks · Sweden
1439
+14
🇦🇷 Bulgarians · Argentina
1420
-13
🇦🇷 Cumans · Argentina
1392
-12
🇦🇷 Mongols · Argentina
1384
-12
Player eAPM Actions Feudal Castle Imperial Opening
80 2,327 9:28 23:43 — ⚔ Scout Rush
52 1,520 8:38 23:11 — ⚔ Archer Rush
48 1,396 9:06 — — ⚔ Skirmisher Rush
45 1,315 9:42 21:20 — ⚔ Drush into Archers
29 835 10:03 22:47 — ⚔ Scout Rush
25 717 9:43 18:37 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,950 5,735 2,495 165 17,345 18,813
7,905 5,339 2,650 200 16,094 17,020
7,635 3,922 2,275 850 14,682 15,877
5,775 5,942 2,385 300 14,402 15,422
5,830 5,176 2,505 100 13,611 14,103
5,445 4,734 100 225 10,504 11,891
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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