AoeStats
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Arabia

510637098Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 33m 49s· 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
🇨🇴 Britons · Colombia
1217
+12
🇨🇴 Varangians · Colombia
1113
+16
🇨🇴 Italians · Colombia
1099
+16
🇵🇪 Sicilians · Peru
1121
-15
🇧🇷 Chinese · Brazil
1114
-15
🇪🇸 Franks · Spain
1104
-14
Player eAPM Actions Feudal Castle Imperial Opening
45 1,520 10:14 28:11 — ⚔ Archer Rush
44 1,484 8:56 26:10 — ⚔ Drush into Archers
40 1,342 10:30 24:37 — ⚔ Scout Rush
39 1,318 9:12 26:31 — ⚔ Scout Rush
27 916 9:44 22:39 — ⚔ Scout Rush
25 849 11:50 18:30 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,255 5,426 2,900 200 17,781 18,148
9,335 4,850 2,625 650 17,460 18,063
6,330 6,694 1,860 1,630 16,514 18,679
5,950 5,903 3,155 1,300 16,308 19,391
7,015 5,655 1,600 200 14,470 17,665
5,015 3,175 585 650 9,425 9,758
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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