AoeStats
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Arabia

509104464Analyzed
3v3 RM · 5d ago on Sep 25, 2026· 32m 9s· 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
🇦🇷 Tatars · Argentina
1379
+15
🇦🇷 Magyars · Argentina
1299
+19
🇦🇷 Ethiopians · Argentina
1243
+21
🇦🇺 Hindustanis · Australia
1384
-19
🇪🇸 Mapuche · Spain
1347
-18
1344
-18
Player eAPM Actions Feudal Castle Imperial Opening
70 2,251 8:48 23:17 — ⚔ Archer Rush
57 1,841 9:34 22:54 — ⚔ Skirmisher Rush
44 1,424 9:43 23:31 — ⚔ Archer Rush
42 1,352 9:21 22:11 — ⚔ Scout Rush
37 1,183 10:12 23:10 — ⚔ Scouts into Skirms
33 1,052 9:43 24:06 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,470 7,494 4,400 100 19,464 19,986
9,430 5,437 3,075 100 18,042 18,365
6,875 6,313 3,515 100 16,803 18,672
5,775 5,991 2,240 485 14,491 15,119
7,315 4,694 1,405 750 14,164 15,358
7,995 4,303 1,465 100 13,863 15,273
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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