AoeStats
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Arabia

508928589Analyzed
3v3 RM · 7d ago on Sep 24, 2026· 27m 29s· 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
🇹🇷 Koreans · Türkiye
1160
+15
🇹🇷 Magyars · Türkiye
1099
+17
🇹🇷 Vietnamese · Türkiye
1095
+17
🇹🇷 Malians · Türkiye
1254
-21
🇹🇷 Gurjaras · Türkiye
1112
-16
🇹🇷 Britons · Türkiye
1018
-12
Player eAPM Actions Feudal Castle Imperial Opening
61 1,688 9:25 22:35 — ⚔ Archer Rush
37 1,011 9:37 20:22 — ⚔ Scout Rush
34 938 10:47 16:15 — ⛏ Fast Castle
22 612 9:04 19:27 — ⛏ Fast Castle
20 560 10:11 22:59 — ⚔ Archer Rush
18 485 10:44 19:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,075 6,325 3,620 200 15,220 16,185
6,455 4,204 2,060 100 12,819 13,237
6,870 4,232 1,010 100 12,212 13,169
5,410 4,741 2,030 0 12,181 13,506
4,480 3,724 1,220 210 9,634 11,157
4,255 2,584 545 0 7,384 8,152
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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