AoeStats
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Arabia

505868353Analyzed
3v3 RM · 19d ago on Sep 11, 2026· 35m 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
🇹🇷 Persians · Türkiye
1528
+10
🇻🇳 Romans · Vietnam
1524
+10
🇩🇪 Bengalis · Germany
1485
+12
🇨🇳 Wei · China
1422
-12
🇨🇳 Shu · China
1384
-10
🇨🇳 Wu · China
1368
-12
Player eAPM Actions Feudal Castle Imperial Opening
80 2,863 9:18 22:06 — ⚔ Archer Rush
64 2,311 9:18 30:49 — ⚔ Archer Rush
60 2,156 9:12 26:21 — ⚔ Scout Rush
52 1,862 9:44 23:06 — ⚔ Archer Rush
48 1,721 8:03 20:41 35:11 ⚔ Scout Rush
46 1,655 8:51 25:24 35:33 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,510 9,365 6,495 200 32,570 34,523
9,450 10,025 6,770 375 26,620 28,223
8,825 8,406 5,990 200 23,421 24,433
7,885 7,665 6,250 1,500 23,300 25,194
11,475 6,612 3,415 1,125 22,627 23,377
5,820 7,220 4,055 515 17,610 17,670
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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