AoeStats
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Arabia

508236864Analyzed
3v3 RM · 12d ago on Sep 21, 2026· 41m 55s· 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
🇺🇸 Huns · United States
682
+7
🇧🇴 Spanish · Bolivia
621
+9
🇩🇪 Mapuche · Germany
561
+11
🇵🇱 Maya · Poland
481
-10
🇬🇧 Inca · United Kingdom
456
-9
🇨🇳 Chinese · China
418
-8
Player eAPM Actions Feudal Castle Imperial Opening
33 1,370 12:19 17:28 35:49 ⛏ Fast Castle
21 898 10:14 21:27 39:20 ⛏ Fast Castle
18 763 11:28 25:47 — ⚔ Scout Rush
10 403 22:31 34:02 — ⛏ Fast Castle
8 324 15:01 23:55 — ⛏ Fast Castle
5 191 11:32 19:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,215 9,060 5,790 2,950 30,015 31,006
11,245 5,275 5,750 2,260 24,530 29,998
10,210 7,405 2,650 750 21,015 27,309
7,075 4,545 550 100 12,270 16,214
4,225 4,510 965 225 9,925 11,025
4,425 3,300 360 1,525 9,610 9,604
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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