AoeStats
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Arabia

505552341Analyzed
3v3 RM · 21d ago on Sep 9, 2026· 27m 35s· 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
🇧🇷 Persians · Brazil
1104
+11
🇧🇷 Saracens · Brazil
1036
+13
🇧🇷 Ethiopians · Brazil
962
+16
🇦🇹 Persians · Austria
1079
-17
🇦🇷 Teutons · Argentina
949
-36
🇦🇷 Franks · Argentina
912
-33
Player eAPM Actions Feudal Castle Imperial Opening
51 1,400 9:44 — — ⚔ Scout Rush
35 966 10:20 23:47 — ⚔ Archers into Skirms
29 796 10:33 24:16 — ⚔ Archer Rush
26 723 12:58 — — ⚔ Drush
24 672 9:16 23:30 — ⚔ Scout Rush
8 234 15:03 — —

Resources

Player Food Wood Gold Stone Spent Collected
7,680 3,973 1,970 100 13,723 13,888
5,250 4,290 2,220 0 11,760 14,664
5,105 5,118 1,400 0 11,623 13,234
5,285 3,018 50 0 8,353 9,068
3,790 2,918 130 0 6,838 8,117
2,535 1,133 200 0 3,868 4,015
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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