AoeStats
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Arabia

512201596Analyzed
3v3 RM · 10d ago on Oct 8, 2026· 28m 52s· 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
🇧🇷 Cumans · Brazil
838
+18
🇮🇹 Slavs · Italy
808
+19
🇧🇷 Magyars · Brazil
794
+20
vs
🇨🇱 Bulgarians · Chile
945
-22
🇨🇱 Maya · Chile
876
-19
🇨🇱 Romans · Chile
805
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 1,330 11:07 22:44 — ⚔ Scout Rush
36 1,027 10:23 21:19 — ⚔ Archer Rush
23 659 10:59 23:35 — ⚔ Drush
19 540 14:16 19:04 — ⚔ Drush FC
14 405 11:45 24:52 — ⛏ Fast Castle
13 373 12:04 19:39 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,535 4,449 2,745 100 15,829 16,943
5,635 4,080 740 1,355 11,810 13,740
5,640 3,747 550 650 10,587 13,650
5,140 3,148 435 1,500 10,223 13,046
3,905 3,675 975 100 8,655 10,048
3,840 2,767 290 650 7,547 8,142
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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