AoeStats
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Arabia

509974528Analyzed
3v3 RM · 3d ago on Sep 28, 2026· 29m 36s· 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
🇧🇪 Cumans · Belgium
1064
+10
🇷🇺 Celts · Russia
1006
+12
🇪🇸 Mapuche · Spain
915
+15
🇺🇾 Berbers · Uruguay
1006
-15
🇺🇾 Magyars · Uruguay
994
-16
🇪🇸 Mongols · Spain
732
-6
Player eAPM Actions Feudal Castle Imperial Opening
43 1,287 9:46 20:09 — ⚔ Scout Rush
34 1,016 11:03 15:38 — ⛏ Fast Castle
33 984 10:47 21:50 — ⚔ Scouts into Skirms
19 552 12:10 23:48 —
16 482 13:00 — —
15 458 12:56 21:34 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
7,485 3,842 2,170 700 14,197 15,302
5,875 5,533 1,745 650 13,803 14,988
7,155 4,579 1,555 200 13,489 15,581
5,235 6,062 1,125 750 13,172 13,741
5,435 3,625 1,020 200 10,280 10,807
3,180 2,487 155 0 5,822 6,962
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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