AoeStats
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Arabia

508500120Analyzed
3v3 RM · 10d ago on Sep 22, 2026· 25m 44s· 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
🇹🇷 Ethiopians · Türkiye
1163
+14
🇹🇷 Franks · Türkiye
1144
+14
🇹🇷 Maya · Türkiye
1134
+15
🇩🇪 Khmer · Germany
1196
-18
🇩🇪 Saxons · Germany
1192
-17
946
-8
Player eAPM Actions Feudal Castle Imperial Opening
53 1,352 10:46 23:31 — ⚔ Archer Rush
38 988 8:49 23:18 — ⚔ Scout Rush
32 827 9:25 24:13 — ⚔ Archer Rush
30 762 11:49 25:08 — ⚔ Skirmisher Rush
25 631 10:17 23:44 — ⚔ Scout Rush
17 426 10:53 17:45 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,775 6,294 4,405 100 15,574 16,818
5,040 4,189 2,115 100 11,444 12,694
6,575 3,152 1,295 0 11,022 11,954
5,305 4,334 1,000 0 10,639 12,306
4,265 3,896 200 250 8,611 9,690
3,300 1,940 250 775 6,265 6,582
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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