AoeStats
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Arabia

503781688Analyzed
3v3 RM · 1mo ago on Sep 2, 2026· 56m 37s· 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
🇦🇺 Tatars · Australia
960
+16
🇪🇸 Lithuanians · Spain
849
+21
🇺🇸 Slavs · United States
741
+25
🇻🇳 Magyars · Vietnam
1000
-77
🇻🇳 Italians · Vietnam
1000
-77
🇻🇳 Burgundians · Vietnam
904
-49
Player eAPM Actions Feudal Castle Imperial Opening
53 2,984 13:29 22:39 41:06
49 2,794 10:18 22:08 49:43 ⛏ Fast Castle
38 2,139 10:40 20:27 44:35 ⛏ Fast Castle
35 1,968 12:43 24:53 47:24 ⚔ Scout Rush
0 9 — — —
0 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
24,285 41,340 13,590 4,500 83,715 84,998
18,390 12,851 13,380 1,900 46,521 50,925
.
16,285 14,363 11,595 750 42,993 50,265
22,805 7,081 9,045 2,450 41,381 43,590
0 0 0 0 0 0
0 0 0 0 0 0
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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