AoeStats
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Arabia

507384360Analyzed
3v3 RM · 14d ago on Sep 18, 2026· 35m 46s· 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
🇺🇾 Magyars · Uruguay
1111
+19
🇺🇾 Maya · Uruguay
1109
+19
🇺🇾 Georgians · Uruguay
1106
+19
🇦🇷 Cumans · Argentina
1173
-19
🇦🇷 Magyars · Argentina
1173
-19
🇦🇷 Malay · Argentina
1165
-19
Player eAPM Actions Feudal Castle Imperial Opening
38 1,355 9:53 20:51 — ⛏ Fast Castle
33 1,190 9:51 19:56 — ⚔ Scout Rush
28 985 10:17 18:51 — ⛏ Fast Castle
23 818 9:45 22:06 — ⚔ Scout Rush
20 728 10:23 23:36 — ⛏ Fast Castle
20 704 11:58 24:09 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,350 7,877 4,105 925 25,257 26,985
9,725 8,031 3,305 750 21,811 24,786
9,450 4,804 3,170 1,595 19,019 23,475
7,035 7,482 3,180 205 17,902 21,679
4,700 7,845 4,905 425 17,875 19,727
6,720 5,563 795 950 14,028 14,077
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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