AoeStats
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Arabia

510183553Analyzed
3v3 RM · 1d ago on Sep 29, 2026· 22m 16s· 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
🇪🇸 Vietnamese · Spain
1433
+16
🇪🇸 Franks · Spain
1388
+18
🇪🇸 Maya · Spain
1332
+21
🇺🇸 Ethiopians · United States
1455
-19
🇩🇪 Varangians · Germany
1450
-19
🇬🇧 Persians · United Kingdom
1396
-17
Player eAPM Actions Feudal Castle Imperial Opening
54 1,207 9:45 — — ⚔ Archer Rush
51 1,139 9:32 — — ⚔ Scout Rush
45 997 9:13 — — ⚔ Archer Rush
44 981 9:57 — — ⚔ Archer Rush
44 969 8:38 — — ⚔ Scout Rush
24 527 9:12 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,950 3,916 2,275 0 10,141 11,413
4,225 3,924 1,560 0 9,709 10,049
5,130 3,939 50 0 9,119 9,306
3,085 3,781 1,900 240 9,006 8,808
5,385 3,383 170 0 8,938 9,854
3,460 2,100 50 0 5,610 5,492
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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