AoeStats
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Arabia

512240041Analyzed
3v3 RM · 7d ago on Oct 8, 2026· 56m 11s· 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
🇩🇪 Teutons · Germany
759
+15
🇵🇪 Mongols · Peru
750
+15
🇪🇸 Japanese · Spain
749
+15
vs
🇵🇪 Bohemians · Peru
762
-15
🇦🇷 Franks · Argentina
724
-15
🇦🇷 Britons · Argentina
719
-15
Player eAPM Actions Feudal Castle Imperial Opening
49 2,778 10:18 23:55 44:45 ⚔ Scouts into Archers
30 1,697 11:52 25:28 39:34
21 1,154 12:46 33:17 49:58 ⚔ Scout Rush
14 795 12:00 16:43 50:34 ⛏ Fast Castle
13 745 10:54 24:27 —
13 757 11:03 25:05 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,395 20,971 11,855 2,150 52,371 64,365
22,025 22,510 3,965 1,665 50,165 52,377
15,035 17,920 9,020 5,665 47,640 60,117
12,960 13,815 7,875 1,400 36,050 43,733
9,135 5,750 3,090 1,705 19,680 23,429
4,805 2,145 710 1,745 9,405 10,289
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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