AoeStats
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Arabia

503115066Analyzed
3v3 RM · 1mo ago on Aug 30, 2026· 45m 32s· 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
🇺🇦 Berbers · Ukraine
834
+14
🇯🇵 Burgundians · Japan
807
+15
🇮🇳 Japanese · India
702
+20
🇲🇹 Franks · Malta
805
-17
🇦🇷 Persians · Argentina
780
-16
🇲🇹 Vietnamese · Malta
755
-15
Player eAPM Actions Feudal Castle Imperial Opening
27 1,217 11:35 25:47 42:08 ⚔ Scout Rush
25 1,128 11:19 22:56 38:13 ⚔ Scout Rush
20 917 10:45 30:22 — ⚔ Scout Rush
16 722 11:57 27:07 — ⚔ Archer Rush
16 731 11:12 24:53 —
12 532 10:58 20:16 39:56

Resources

Player Food Wood Gold Stone Spent Collected
20,905 10,551 10,560 1,985 44,001 54,425
15,875 13,854 5,590 1,500 36,819 43,908
10,730 10,380 1,855 2,190 25,155 28,096
10,930 6,319 4,050 1,625 22,924 25,121
9,390 6,300 4,000 1,800 21,490 23,814
5,660 5,545 270 1,850 13,325 16,445
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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