AoeStats
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Arabia

510711095Analyzed
3v3 RM · 6h ago on Oct 2, 2026· 32m 23s· 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
🇮🇹 Celts · Italy
1135
+20
🇦🇷 Vietnamese · Argentina
1123
+20
🇨🇳 Franks · China
1122
+20
🇦🇺 Byzantines · Australia
1266
-21
🇹🇷 Celts · Türkiye
1262
-22
🇭🇰 Poles · Hong Kong SAR China
1134
-17
Player eAPM Actions Feudal Castle Imperial Opening
67 2,182 9:19 21:17 — ⚔ Scout Rush
50 1,604 9:07 27:55 — ⚔ Scout Rush
34 1,094 10:53 24:58 — ⚔ Scout Rush
28 907 12:05 22:36 — ⚔ M@A Rush
28 921 11:14 23:39 — ⚔ M@A into Archers
21 679 9:57 20:03 —

Resources

Player Food Wood Gold Stone Spent Collected
9,460 5,427 3,145 300 18,332 19,868
7,450 5,032 2,725 100 15,307 16,939
7,250 5,632 1,295 850 15,027 15,483
7,930 4,835 1,675 195 14,635 16,670
6,615 4,889 2,105 540 14,149 14,864
6,685 5,478 340 120 12,623 15,268
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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