AoeStats
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Arabia

508909649Analyzed
3v3 RM · 8d ago on Sep 24, 2026· 60m 17s· 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
🇩🇪 Vikings · Germany
1039
+6
🇩🇪 Byzantines · Germany
734
+30
🇩🇪 Britons · Germany
677
+18
🇺🇸 Teutons · United States
770
-14
🇹🇷 Maya · Türkiye
757
-13
🇮🇹 Goths · Italy
748
-13
Player eAPM Actions Feudal Castle Imperial Opening
24 1,431 10:20 25:16 54:36
21 1,285 9:41 16:03 43:07 ⛏ Fast Castle
13 779 13:59 22:33 33:59
12 745 13:27 24:22 46:47
6 386 12:53 24:27 32:55 ⛏ Fast Castle
4 250 11:53 24:03 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
41,645 23,485 16,815 2,865 84,810 90,448
29,510 23,425 15,445 4,155 72,535 79,201
19,005 15,253 9,340 2,070 45,668 54,737
17,545 14,915 5,170 1,455 39,085 46,460
17,100 4,330 11,645 1,300 34,375 38,625
4,200 2,960 350 0 7,510 9,785
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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