AoeStats
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Arabia

512276325Analyzed
3v3 RM · 9d ago on Oct 9, 2026· 47m 41s· 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
🇦🇷 Huns · Argentina
1132
+11
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1099
+13
🇦🇷 Franks · Argentina
974
+18
vs
🇨🇱 Japanese · Chile
1069
-16
🇺🇸 Vikings · United States
1003
-13
🇻🇪 Malay · Venezuela
995
-13
Player eAPM Actions Feudal Castle Imperial Opening
47 2,225 9:47 18:06 33:43 ⛏ Fast Castle
41 1,956 9:46 22:21 42:15 ⚔ Scout Rush
41 1,942 10:34 22:51 43:07 ⚔ Scout Rush
29 1,368 11:55 19:05 38:46 ⛏ Fast Castle
28 1,316 12:31 20:40 39:53
25 1,171 10:53 21:57 —

Resources

Player Food Wood Gold Stone Spent Collected
15,605 13,784 8,705 1,335 39,429 42,512
17,125 9,283 8,165 2,055 36,628 39,390
17,140 8,696 8,680 850 35,366 36,970
18,275 9,646 5,060 1,900 34,881 38,628
13,540 12,401 2,840 2,250 31,031 32,739
9,575 9,154 1,540 100 20,369 28,010
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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