AoeStats
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Arabia

510579024Analyzed
3v3 RM · 13h ago on Oct 1, 2026· 52m 38s· 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 · Spain
747
+15
🇪🇸 Gurjaras · Spain
667
+18
🇪🇸 Tatars · Spain
652
+19
🇹🇷 Huns · Türkiye
746
-19
🇨🇳 Armenians · China
710
-17
🇮🇹 Hindustanis · Italy
694
-16
Player eAPM Actions Feudal Castle Imperial Opening
24 1,267 11:28 25:09 41:42 ⚔ Scout Rush
19 1,020 13:35 25:15 44:49
19 1,006 12:15 26:42 40:34 ⚔ Scout Rush
18 961 11:56 25:29 46:10 ⚔ Scout Rush
14 757 11:14 23:01 47:24 ⛏ Fast Castle
10 531 13:28 26:59 — ⚔ Scouts into Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
23,605 11,330 13,670 2,745 51,350 60,294
23,850 10,113 10,170 1,580 45,713 63,591
17,375 13,185 10,240 1,120 41,920 45,306
13,535 13,453 6,000 2,790 35,778 48,110
11,865 8,630 4,580 1,600 26,675 33,699
8,480 6,385 2,000 1,400 18,265 20,478
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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