AoeStats
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Arabia

503631401Analyzed
3v3 RM · 1mo ago on Sep 1, 2026· 35m 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
🇪🇸 Sicilians · Spain
1192
+14
🇪🇸 Khitans · Spain
1143
+16
🇪🇸 Franks · Spain
1141
+16
🇸🇪 Hindustanis · Sweden
1200
-18
🇺🇸 Poles · United States
1160
-16
🇦🇺 Romans · Australia
1093
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 1,674 9:30 24:34 — ⚔ Scout Rush
45 1,560 — — —
22 773 10:33 23:50 — ⚔ Scout Rush
22 757 10:48 23:25 — ⚔ Scout Rush
21 740 10:02 — —
16 578 9:50 — — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,610 8,149 2,720 310 23,789 25,023
8,200 6,224 1,910 960 17,294 20,111
6,960 4,731 2,020 935 14,646 16,083
5,480 2,590 620 0 8,690 8,674
2,715 2,470 90 145 5,420 6,620
2,250 1,926 50 300 4,526 4,152
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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