AoeStats
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Arabia

512965877Analyzed
3v3 RM · 7d ago on Oct 11, 2026· 18m 51s· 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
🇮🇹 Dravidians · Italy
991
+13
🇦🇷 Turks · Argentina
959
+14
🇪🇸 Sicilians · Spain
824
+20
vs
🇪🇸 Magyars · Spain
939
-17
🇪🇸 Saxons · Spain
910
-15
🇪🇸 Khmer · Spain
899
-39
Player eAPM Actions Feudal Castle Imperial Opening
49 930 11:13 — — ⚔ Scout Rush
44 834 10:05 — — ⚔ Scout Rush
44 837 10:02 — — ⚔ M@A into Archers
24 458 11:53 — — ⚔ Skirmisher Rush
15 277 11:42 — — ⚔ Tower Rush
6 111 12:27 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,355 2,565 50 0 5,970 6,655
2,985 2,096 560 0 5,641 6,022
3,170 2,101 100 0 5,371 6,461
2,630 2,435 50 185 5,300 5,808
2,620 975 300 350 4,245 4,542
2,085 555 100 0 2,740 2,941
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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