AoeStats
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Arabia

505914918Analyzed
3v3 RM · 22d ago on Sep 11, 2026· 48m 7s· 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
🇿🇦 Sicilians · South Africa
1041
+14
🇺🇸 Italians · United States
1019
+15
🇹🇼 Saracens · Taiwan
1000
+16
🇦🇷 Aztecs · Argentina
1052
-18
🇬🇧 Vietnamese · United Kingdom
1010
-15
🇷🇴 Lithuanians · Romania
930
-12
Player eAPM Actions Feudal Castle Imperial Opening
51 2,459 8:58 24:18 37:14 ⚔ Skirms into Archers
32 1,534 11:08 20:54 — ⚔ M@A Rush
27 1,315 10:13 21:57 38:04 ⚔ Skirmisher Rush
23 1,112 9:58 21:33 — ⚔ Archers into Scouts
21 995 12:27 23:04 34:20 ⚔ Archer Rush
11 548 9:36 25:04 38:35 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,085 15,907 5,040 2,900 45,932 55,254
19,745 7,540 6,520 4,745 38,550 41,616
15,325 9,118 5,130 1,620 31,193 39,602
11,350 8,866 7,070 1,450 28,736 30,381
10,945 7,445 3,285 1,600 23,275 23,498
5,430 5,476 1,930 950 13,786 14,137
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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