AoeStats
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Arabia

509472920Analyzed
3v3 RM · 7d ago on Sep 26, 2026· 53m 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
🇺🇸 Romans · United States
945
+13
🇺🇸 Mongols · United States
944
+13
🇺🇸 Franks · United States
910
+16
🇪🇸 Huns · Spain
885
-14
885
-14
🇪🇸 Saracens · Spain
885
-14
Player eAPM Actions Feudal Castle Imperial Opening
37 1,963 9:19 21:47 48:39 ⚔ Scout Rush
31 1,650 12:06 24:14 —
29 1,552 10:31 31:01 49:53 ⚔ Scout Rush
23 1,249 10:27 23:50 38:25 ⚔ M@A Rush
16 871 11:50 24:25 — ⚔ Scout Rush
7 385 10:34 24:15 —

Resources

Player Food Wood Gold Stone Spent Collected
23,830 9,560 9,435 1,150 43,975 54,746
15,690 9,751 6,370 1,500 33,311 44,512
17,970 8,476 5,910 750 33,106 56,185
10,305 9,405 765 200 20,675 25,496
8,810 4,890 3,140 1,400 18,240 18,367
4,845 2,760 890 100 8,595 8,990
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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