AoeStats
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Arabia

507609962Analyzed
3v3 RM · 14d ago on Sep 19, 2026· 25m 52s· 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
🇬🇧 Britons · United Kingdom
934
+15
🇺🇸 Byzantines · United States
914
+15
🇲🇽 Spanish · Mexico
899
+16
🇧🇷 Vietnamese · Brazil
954
-17
🇧🇷 Lithuanians · Brazil
923
-16
🇧🇷 Franks · Brazil
833
-13
Player eAPM Actions Feudal Castle Imperial Opening
38 989 11:35 16:28 — ⛏ Fast Castle
26 682 9:41 21:54 — ⚔ Scouts into Skirms
23 589 10:12 21:29 — ⚔ Scout Rush
20 520 13:32 23:16 —
13 330 11:17 16:16 — ⛏ Fast Castle
12 310 12:02 16:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,625 5,168 490 325 11,608 12,532
5,395 3,953 290 950 10,588 12,835
5,540 4,256 250 200 10,246 10,417
4,575 3,488 1,000 0 9,063 11,546
4,280 3,290 250 835 8,655 10,346
4,470 2,080 1,100 650 8,300 10,114
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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