AoeStats
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Arabia

507946987Analyzed
3v3 RM · 13d ago on Sep 20, 2026· 25m 13s· 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
🇫🇮 Armenians · Finland
1779
+3
🇫🇮 Inca · Finland
1719
+4
🇫🇮 Romans · Finland
1558
+8
🇮🇳 Muisca · India
1386
-5
🇮🇳 Franks · India
1385
-5
🇮🇳 Britons · India
1377
-5
Player eAPM Actions Feudal Castle Imperial Opening
64 1,614 10:08 20:36 — ⚔ Scout Rush
58 1,455 9:11 22:34 — ⚔ Archer Rush
50 1,263 20:19 — — ⚔ Archer Rush
49 1,239 9:17 — — ⚔ Scout Rush
46 1,158 8:56 — — ⚔ Archer Rush
37 925 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,150 4,660 2,880 125 12,815 13,175
7,095 4,205 750 200 12,250 12,944
3,600 3,919 3,045 0 10,564 12,421
3,600 3,610 1,335 215 8,760 8,834
3,530 4,233 50 200 8,013 8,450
2,185 2,452 50 510 5,197 5,473
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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