AoeStats
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Arabia

504421082Analyzed
3v3 RM · 26d ago on Sep 5, 2026· 60m 16s· 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
🇦🇺 Wei · Australia
1083
+12
🇦🇺 Teutons · Australia
1037
+14
🇦🇺 Huns · Australia
874
+19
🇬🇧 Mongols · United Kingdom
1025
-17
🇻🇳 Romans · Vietnam
963
-14
🇫🇷 Franks · France
950
-14
Player eAPM Actions Feudal Castle Imperial Opening
36 2,184 11:09 19:10 38:22
32 1,928 11:39 21:32 46:35 ⚔ Scout Rush
30 1,802 9:45 23:01 47:48 ⚔ Scout Rush
23 1,371 13:13 25:20 37:13 ⛏ Fast Castle
22 1,317 10:58 17:51 33:51 ⛏ Fast Castle
22 1,318 9:17 23:39 39:30 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
34,770 17,354 27,345 4,200 83,669 107,564
22,770 24,327 17,920 2,100 67,117 71,208
23,260 16,154 14,165 2,900 56,479 64,495
17,040 8,058 8,190 3,580 36,868 52,665
10,570 11,999 10,340 1,400 34,309 44,666
13,250 7,783 3,565 4,305 28,903 30,807
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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