AoeStats
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Arabia

510383167Analyzed
3v3 RM · 1d ago on Sep 30, 2026· 28m 11s· 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
🇹🇷 Britons · Türkiye
1256
+11
🇹🇷 Persians · Türkiye
1198
+13
🇹🇷 Maya · Türkiye
1122
+17
🇺🇸 Ethiopians · United States
1179
-15
🇪🇸 Vikings · Spain
1153
-14
🇬🇧 Persians · United Kingdom
1087
-12
Player eAPM Actions Feudal Castle Imperial Opening
60 1,679 10:13 26:20 — ⚔ Archer Rush
39 1,091 9:19 25:56 — ⚔ Scout Rush
37 1,039 10:09 23:00 — ⚔ M@A into Archers
36 1,021 9:44 — — ⚔ M@A into Scouts
23 637 11:35 — — ⚔ Archer Rush
16 438 11:34 15:51 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,140 6,346 4,475 200 17,161 18,119
6,150 5,843 3,530 200 15,723 16,102
6,590 6,408 1,905 200 15,103 15,970
7,300 4,394 1,070 340 13,104 13,800
6,595 4,954 420 125 12,094 13,899
4,775 3,104 745 125 8,749 10,636
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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