AoeStats
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Arabia

505829732Analyzed
3v3 RM · 20d ago on Sep 11, 2026· 48m 14s· 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
🇷🇺 Magyars · Russia
1355
+13
🇨🇳 Slavs · China
1329
+14
🇻🇳 Ethiopians · Vietnam
1244
+17
🇳🇿 Franks · New Zealand
1437
-21
🇯🇵 Spanish · Japan
1247
-13
1158
-10
Player eAPM Actions Feudal Castle Imperial Opening
53 2,579 9:27 21:35 41:01 ⚔ Scouts into Skirms
49 2,375 10:01 23:14 40:09 ⚔ Archer Rush
36 1,714 11:29 17:03 46:18 ⛏ Fast Castle
28 1,352 10:09 23:28 41:38 ⚔ Scout Rush
25 1,196 11:36 16:52 46:36 ⛏ Fast Castle
18 864 10:51 16:41 36:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,210 15,764 8,165 2,955 47,094 50,951
18,290 10,104 12,135 2,445 42,974 44,790
19,715 10,075 5,560 2,810 38,160 45,310
13,800 12,425 11,340 350 37,915 43,360
17,760 9,228 9,475 1,135 37,598 41,176
12,815 9,095 4,435 2,390 28,735 33,198
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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