AoeStats
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Arabia

504472133Analyzed
3v3 RM · 28d ago on Sep 5, 2026· 47m 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
🇨🇳 Franks · China
1024
+8
🇨🇳 Gurjaras · China
1000
+9
🇨🇳 Huns · China
1000
+9
🇿🇦 Magyars · South Africa
953
-12
🇹🇼 Japanese · Taiwan
865
-27
🇲🇽 Byzantines · Mexico
672
-4
Player eAPM Actions Feudal Castle Imperial Opening
32 1,522 10:46 25:51 — ⚔ Scout Rush
30 1,409 13:17 31:03 —
30 1,388 11:12 16:20 31:51 ⛏ Fast Castle
27 1,289 10:34 18:10 43:18
18 845 14:27 25:57 36:44
14 664 10:51 19:50 45:37 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,225 10,825 14,655 2,310 49,015 55,147
19,700 16,600 2,210 700 39,210 47,815
18,240 5,288 13,030 0 36,558 39,626
12,070 8,685 3,395 1,790 25,940 35,479
11,695 8,265 3,600 1,850 25,410 29,318
8,645 6,265 1,470 100 16,480 25,641
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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