AoeStats
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Arabia

510601569Analyzed
3v3 RM · 11h ago on Oct 1, 2026· 23m 46s· 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
🇧🇪 Khmer · Belgium
1253
+8
🇧🇪 Mongols · Belgium
1077
+14
🇧🇪 Franks · Belgium
1006
+16
🇲🇽 Bulgarians · Mexico
1062
-14
🇩🇪 Franks · Germany
1028
-12
🇩🇪 Britons · Germany
1018
-26
Player eAPM Actions Feudal Castle Imperial Opening
54 1,279 9:26 — — ⚔ Scout Rush
46 1,087 11:12 14:47 — ⛏ Fast Castle
25 592 16:15 — —
23 539 11:44 19:34 — ⚔ Skirms into Scouts
20 485 10:23 18:23 — ⛏ Fast Castle
16 370 11:02 20:10 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,475 3,755 970 200 10,400 11,149
6,005 3,300 350 225 9,880 10,221
3,000 3,482 1,975 125 8,582 8,645
4,795 2,999 350 250 8,394 9,271
4,420 3,166 625 0 8,211 9,995
2,930 2,030 0 0 4,960 5,535
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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