AoeStats
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Arabia

504369188Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 56m 5s· 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
🇨🇦 Bohemians · Canada
1089
+12
🇺🇸 Khitans · United States
1020
+14
🇨🇦 Inca · Canada
1004
+15
🇦🇷 Georgians · Argentina
1007
-14
🇦🇷 Goths · Argentina
982
-14
🇦🇷 Byzantines · Argentina
972
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 2,184 9:46 21:47 40:29 ⛏ Fast Castle
34 1,892 10:23 24:34 53:45
33 1,854 9:27 23:01 44:49 ⚔ Scout Rush
32 1,783 10:59 16:53 45:26 ⛏ Fast Castle
32 1,815 11:27 20:30 40:14 ⛏ Fast Castle
22 1,259 10:57 22:40 —

Resources

Player Food Wood Gold Stone Spent Collected
22,980 18,794 9,300 1,930 53,004 67,803
23,130 20,111 6,025 1,715 50,981 60,102
20,250 16,370 6,490 1,600 44,710 55,349
17,610 14,545 6,875 1,900 40,930 43,279
15,250 10,088 6,915 4,300 36,553 42,286
9,090 8,453 590 955 19,088 19,384
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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