AoeStats
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Arabia

504596283Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 41m 35s· 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
🇦🇷 Mongols · Argentina
979
+15
🇦🇷 Celts · Argentina
874
+20
🇦🇷 Lithuanians · Argentina
861
+21
🇦🇷 Khmer · Argentina
995
-20
🇦🇷 Britons · Argentina
970
-19
🇦🇷 Goths · Argentina
912
-17
Player eAPM Actions Feudal Castle Imperial Opening
52 2,156 10:25 17:25 — ⛏ Fast Castle
40 1,680 8:48 22:13 36:51 ⚔ Scouts into Archers
28 1,160 11:40 22:28 — ⛏ Fast Castle
22 901 10:16 23:05 41:29
21 885 9:21 20:28 35:23 ⚔ Scout Rush
16 672 11:36 29:11 —

Resources

Player Food Wood Gold Stone Spent Collected
10,650 6,590 5,395 1,500 24,135 31,076
9,685 8,612 4,450 855 23,602 28,670
12,565 6,254 3,145 1,500 23,464 27,633
8,280 5,733 1,535 1,285 16,833 18,250
4,665 4,408 1,285 910 11,268 12,255
3,995 3,808 1,000 0 8,803 10,356
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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