AoeStats
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Arabia

509537743Analyzed
3v3 RM · 7d ago on Sep 27, 2026· 27m 16s· 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
🇨🇦 Mongols · Canada
935
+16
🇲🇽 Slavs · Mexico
918
+17
🇲🇽 Persians · Mexico
913
+17
🇨🇴 Turks · Colombia
1000
-56
🇨🇴 Saracens · Colombia
935
-24
🇨🇴 Spanish · Colombia
894
-33
Player eAPM Actions Feudal Castle Imperial Opening
40 1,091 9:25 22:26 — ⚔ M@A into Archers
33 892 10:54 17:04 — ⛏ Fast Castle
20 551 15:04 21:00 — ⛏ Fast Castle
15 398 11:18 21:29 — ⚔ Scout Rush
11 298 12:52 — — ⚔ Drush
10 285 12:08 21:04 — ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
6,630 5,225 1,525 200 13,580 14,061
5,775 4,755 1,640 475 12,645 12,620
6,760 4,050 390 300 11,500 13,187
4,520 2,164 1,590 650 8,924 10,796
2,825 1,675 430 750 5,680 5,506
1,980 1,115 90 0 3,185 2,875
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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