AoeStats
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Arabia

511337362Analyzed
3v3 RM · 12d ago on Oct 4, 2026· 28m 36s· 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
🇩🇪 Goths · Germany
790
+12
🇩🇪 Bulgarians · Germany
768
+13
🇩🇪 Bulgarians · Germany
629
+18
vs
🇫🇷 Mongols · France
715
-15
🇲🇽 Persians · Mexico
690
-14
🇳🇿 Wei · New Zealand
689
-14
Player eAPM Actions Feudal Castle Imperial Opening
23 661 17:13 — — ⚔ Drush
19 548 10:56 — — ⚔ Archers into Scouts
18 522 11:15 — — ⚔ Drush into Skirms
17 476 11:47 19:59 — ⛏ Fast Castle
13 366 14:18 — — ⚔ Archer Rush
12 356 10:52 20:40 —

Resources

Player Food Wood Gold Stone Spent Collected
9,250 5,560 1,395 100 16,305 17,289
5,375 4,480 1,260 775 11,890 14,475
6,215 3,710 755 125 10,805 12,070
5,555 3,745 740 345 10,385 13,788
5,175 1,900 700 0 7,775 8,853
3,815 2,705 490 500 7,510 8,778
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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