AoeStats
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Arabia

507931540Analyzed
3v3 RM · 12d ago on Sep 20, 2026· 34m 33s· 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
🇹🇷 Tupi · Türkiye
1149
+14
🇫🇷 Vietnamese · France
1040
+18
🇷🇴 Wei · Romania
1038
+18
🇹🇷 Hindustanis · Türkiye
1176
-20
🇹🇷 Khitans · Türkiye
1052
-15
🇹🇷 Franks · Türkiye
1048
-15
Player eAPM Actions Feudal Castle Imperial Opening
69 2,386 10:01 22:00 — ⚔ Scout Rush
56 1,945 10:40 24:40 — ⚔ Archer Rush
48 1,649 12:02 17:44 — ⛏ Fast Castle
42 1,450 10:54 16:16 — ⛏ Fast Castle
31 1,069 9:50 22:48 — ⚔ Archer Rush
20 700 10:07 26:16 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,200 9,556 5,720 100 22,576 23,930
9,265 7,223 4,375 850 21,713 22,847
7,765 8,625 2,755 200 19,345 20,926
9,905 6,240 1,655 100 17,900 21,829
7,865 5,425 2,435 850 16,575 18,866
5,790 5,355 2,870 200 14,215 14,983
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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