AoeStats
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Arabia

507647321Analyzed
3v3 RM · 13d ago on Sep 19, 2026· 99m 4s· 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 · United States
1083
+14
🇺🇸 Vietnamese · United States
976
+18
🇺🇸 Goths · United States
975
+18
🇲🇽 Berbers · Mexico
1094
-20
🇵🇾 Spanish · Paraguay
1009
-16
🇺🇸 Franks · United States
964
-14
Player eAPM Actions Feudal Castle Imperial Opening
41 4,090 10:05 21:35 — ⚔ Skirmisher Rush
37 3,709 9:50 19:32 49:12 ⛏ Fast Castle
29 2,915 10:51 21:46 42:59 ⚔ Scout Rush
25 2,451 12:16 18:10 34:49 ⛏ Fast Castle
23 2,320 11:35 21:28 42:37 ⛏ Fast Castle
14 1,368 11:21 23:59 81:46 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
45,405 39,171 36,305 6,910 127,791 150,586
63,385 18,197 25,170 2,280 109,032 119,873
68,925 9,935 28,765 1,250 108,875 120,196
41,020 23,407 16,270 1,625 82,322 85,671
31,975 38,382 4,740 1,695 76,792 79,240
20,125 25,354 5,865 1,080 52,424 52,608
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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