AoeStats
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Arabia

509123247Analyzed
3v3 RM · 6d ago on Sep 25, 2026· 48m 5s· 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
🇱🇰 Persians · Sri Lanka
844
+14
🇱🇰 Vietnamese · Sri Lanka
819
+15
🇱🇰 Celts · Sri Lanka
696
+21
🇪🇸 Saracens · Spain
814
-17
🇨🇳 Spanish · China
812
-17
🇨🇱 Inca · Chile
782
-16
Player eAPM Actions Feudal Castle Imperial Opening
30 1,458 11:19 21:53 38:15 ⚔ Archer Rush
24 1,136 10:57 17:34 36:37 ⛏ Fast Castle
18 875 9:20 21:21 36:22 ⚔ Scout Rush
18 845 13:42 24:45 — ⛏ Fast Castle
12 573 13:36 26:42 47:45 ⚔ Archer Rush
10 458 10:25 21:32 34:35 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,540 11,745 9,055 2,825 39,165 43,405
12,125 11,713 6,655 2,200 32,693 41,531
16,045 10,117 4,115 950 31,227 35,869
10,505 6,810 3,755 1,975 23,045 26,358
9,990 7,165 3,695 1,055 21,905 29,468
4,825 2,820 300 2,010 9,955 11,163
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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