AoeStats
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Arabia

510866839Analyzed
3v3 RM · 7h ago on Oct 2, 2026· 46m 41s· 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
🇬🇧 Franks · United Kingdom
1201
+11
🇬🇧 Mongols · United Kingdom
1198
+11
🇨🇴 Gurjaras · Colombia
1194
+12
🇵🇪 Inca · Peru
1119
-12
🇨🇦 Persians · Canada
1093
-11
🇺🇸 Shu · United States
1075
-11
Player eAPM Actions Feudal Castle Imperial Opening
43 1,985 12:13 30:49 — ⚔ Scout Rush
33 1,560 9:03 22:16 46:07 ⚔ Scout Rush
31 1,461 10:43 22:22 — ⚔ Archer Rush
31 1,424 12:22 18:45 36:19 ⛏ Fast Castle
30 1,402 10:06 23:42 — ⚔ Champi Rush
24 1,126 10:26 23:04 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,225 8,339 14,420 1,035 45,019 48,233
10,100 12,561 6,090 875 29,626 30,688
14,280 7,522 6,185 100 28,087 29,278
11,935 8,635 2,450 2,340 25,360 26,813
10,945 6,331 2,075 1,400 20,751 25,160
5,135 4,865 1,580 175 11,755 12,955
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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