AoeStats
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Arabia

510553241Analyzed
3v3 RM · 23h ago on Oct 1, 2026· 17m 29s· 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
🇫🇷 Lithuanians · France
863
+15
🇫🇷 Malians · France
848
+16
🇫🇷 Bulgarians · France
819
+17
🇪🇸 Mongols · Spain
898
-18
🇦🇷 Franks · Argentina
817
-15
🇹🇷 Turks · Türkiye
815
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 736 9:07 — — ⚔ Scout Rush
36 623 13:45 — —
33 575 11:34 — — ⚔ Archer Rush
31 537 10:09 — — ⚔ Scout Rush
28 495 10:00 — — ⚔ Drush
23 410 11:32 — — ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
7,345 1,675 25 0 9,045 9,426
3,165 2,105 185 125 5,580 6,278
2,995 2,465 100 0 5,560 6,053
2,975 2,005 140 0 5,120 5,242
2,865 2,105 100 0 5,070 5,182
2,745 1,220 50 0 4,015 5,094
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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