AoeStats
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Arabia

508853254Analyzed
3v3 RM · 6d ago on Sep 24, 2026· 18m 57s· 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
🇿🇦 Maya · South Africa
819
+15
🇿🇦 Malay · South Africa
771
+17
🇬🇧 Franks · United Kingdom
739
+19
🇮🇹 Persians · Italy
834
-18
🇯🇵 Saxons · Japan
786
-17
🇧🇷 Chinese · Brazil
780
-16
Player eAPM Actions Feudal Castle Imperial Opening
20 380 11:18 — —
17 313 12:58 — — ⛏ Fast Castle
16 301 12:59 18:13 — ⛏ Fast Castle
15 289 11:32 — — ⚔ Archer Rush
8 159 13:18 — — ⚔ Skirms into Archers into Scouts
2 47 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,120 2,668 175 460 7,423 8,079
3,500 3,073 595 0 7,168 8,047
3,400 2,080 200 0 5,680 6,137
3,325 2,150 200 0 5,675 6,594
2,650 1,575 225 130 4,580 5,193
300 450 0 0 750 451
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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