AoeStats
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Arabia

513871107Analyzed
3v3 RM · 4d ago on Oct 15, 2026· 26m 6s· 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
🇮🇹 Danes · Italy
877
+8
🇮🇹 Bulgarians · Italy
824
+10
🇮🇹 Turks · Italy
809
+11
vs
744
-13
🇷🇺 Franks · Russia
676
-9
🇷🇺 Wu · Russia
662
-9
Player eAPM Actions Feudal Castle Imperial Opening
45 1,168 12:16 24:01 — ⚔ Drush
18 458 13:59 24:49 — ⛏ Fast Castle
17 441 14:26 22:22 — ⚔ Archers into Skirms
16 412 12:04 17:14 — ⛏ Fast Castle
15 398 13:42 21:46 — ⛏ Fast Castle
11 282 12:53 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,665 5,575 2,375 870 17,485 17,775
5,890 3,618 1,230 230 10,968 12,235
5,050 3,899 630 1,260 10,839 11,088
3,760 2,938 855 100 7,653 8,982
3,600 2,343 290 795 7,028 7,952
2,860 2,203 510 125 5,698 6,696
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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