AoeStats
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Arabia

509128564Analyzed
3v3 RM · 5d ago on Sep 25, 2026· 25m 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
🇷🇺 Italians · Russia
728
+6
🇩🇪 Magyars · Germany
690
+7
🇦🇷 Koreans · Argentina
627
+9
🇳🇱 Byzantines · Netherlands
540
-9
🇧🇷 Teutons · Brazil
444
-7
🇯🇵 Varangians · Japan
424
-6
Player eAPM Actions Feudal Castle Imperial Opening
17 434 11:12 — — ⚔ Scout Rush
13 317 16:19 — — ⛏ Fast Castle
12 313 13:05 — — ⛏ Fast Castle
10 263 18:48 — — ⚔ M@A into Skirms
9 223 14:02 — — ⚔ Towers FC
7 169 9:32 15:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,625 3,665 675 375 10,340 11,496
6,015 3,010 825 0 9,850 12,708
4,150 2,900 690 850 8,590 9,432
4,350 2,925 315 0 7,590 8,624
4,010 2,785 490 200 7,485 9,496
3,825 2,277 300 500 6,902 10,001
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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