AoeStats
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Arabia

506981932Analyzed
3v3 RM · 17d ago on Sep 16, 2026· 22m 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
🇺🇸 Ethiopians · United States
620
+15
🇺🇸 Portuguese · United States
607
+15
🇺🇸 Franks · United States
592
+16
🇺🇸 Persians · United States
648
-18
🇺🇸 Chinese · United States
570
-14
🇺🇸 Berbers · United States
568
-14
Player eAPM Actions Feudal Castle Imperial Opening
30 672 10:12 — — ⚔ Archers into Skirms
19 439 13:19 — — ⚔ Skirmisher Rush
15 339 11:09 — — ⚔ Scout Rush
12 279 13:50 — — ⚔ Scout Rush
12 264 13:48 — — ⚔ Scout Rush
9 206 12:34 19:40 — ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
3,700 3,020 950 275 7,945 8,252
2,700 3,395 865 5 6,965 7,626
3,545 2,655 50 0 6,250 7,819
3,220 2,120 50 0 5,390 7,487
2,345 2,080 100 170 4,695 5,164
2,295 1,680 150 115 4,240 4,664
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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