AoeStats
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Arabia

505306590Analyzed
3v3 RM · 24d ago on Sep 8, 2026· 34m 2s· 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
🇦🇷 Bulgarians · Argentina
1261
+16
🇦🇷 Maya · Argentina
1257
+16
🇦🇷 Berbers · Argentina
1250
+17
🇫🇷 Celts · France
1285
-17
🇺🇸 Persians · United States
1281
-17
🇺🇸 Vietnamese · United States
1235
-15
Player eAPM Actions Feudal Castle Imperial Opening
39 1,317 9:52 22:21 — ⚔ Archer Rush
38 1,291 9:13 21:50 — ⚔ Archer Rush
32 1,083 9:00 20:56 — ⚔ Drush
31 1,072 8:50 21:27 — ⚔ Scout Rush
27 921 9:52 17:01 33:59 ⛏ Fast Castle
26 894 9:38 19:34 —

Resources

Player Food Wood Gold Stone Spent Collected
12,200 5,711 5,975 230 24,116 26,020
12,760 4,799 3,235 280 21,074 21,463
8,210 7,529 2,890 850 19,479 20,771
7,375 6,168 3,390 240 17,173 17,709
5,960 7,169 3,345 100 16,574 17,682
6,640 5,439 1,725 930 14,734 15,687
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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