AoeStats
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Arabia

508977819Analyzed
3v3 RM · 19d ago on Sep 24, 2026· 94m 0s· 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
🇧🇷 Celts · Brazil
555
+20
🇬🇧 Japanese · United Kingdom
540
+20
🇷🇴 Chinese · Romania
522
+21
vs
🇮🇳 Slavs · India
692
-23
🇺🇸 Vietnamese · United States
610
-19
🇺🇸 Khmer · United States
606
-19
Player eAPM Actions Feudal Castle Imperial Opening
34 3,178 10:34 23:44 40:29 ⚔ Archer Rush
25 2,311 10:14 24:18 43:10 ⚔ Scout Rush
24 2,231 12:25 25:00 41:04 ⛏ Fast Castle
22 2,022 11:40 22:37 44:01 ⛏ Fast Castle
10 929 11:59 29:04 38:39 ⛏ Fast Castle
7 636 13:22 26:29 45:34

Resources

Player Food Wood Gold Stone Spent Collected
22,870 48,655 34,290 5,405 111,220 133,593
43,550 29,665 29,720 5,925 108,860 110,835
22,020 32,608 14,410 1,860 70,898 74,041
27,125 12,885 16,815 4,405 61,230 81,487
14,180 8,480 9,465 2,005 34,130 42,917
13,105 7,950 5,985 1,900 28,940 33,082
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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