AoeStats
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Arabia

507096908Analyzed
3v3 RM · 14d ago on Sep 16, 2026· 29m 53s· 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
🇨🇿 Franks · Czechia
1681
+9
🇧🇷 Shu · Brazil
1572
+13
🇩🇪 Malians · Germany
1526
+14
1538
-13
🇩🇪 Vikings · Germany
1511
-12
🇦🇹 Wu · Austria
1475
-11
Player eAPM Actions Feudal Castle Imperial Opening
68 2,019 8:49 23:34 — ⚔ Scout Rush
55 1,641 9:24 26:54 — ⚔ Archer Rush
53 1,575 9:30 26:05 — ⚔ Scouts into Skirms
53 1,594 8:58 21:57 — ⚔ Scout Rush
47 1,415 9:19 22:07 — ⚔ Archer Rush
45 1,337 9:03 22:58 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,350 6,269 2,520 200 19,339 20,005
8,520 6,362 1,145 1,130 17,157 17,169
6,120 6,598 3,295 875 16,888 17,399
6,520 6,134 3,050 200 15,904 16,507
7,025 5,176 1,095 200 13,496 13,313
4,950 5,163 2,945 100 13,158 13,539
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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