AoeStats
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Arabia

506645734Analyzed
3v3 RM · 16d ago on Sep 14, 2026· 52m 17s· 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
🇬🇧 Dravidians · United Kingdom
708
+13
🇹🇷 Goths · Türkiye
522
+21
🇹🇷 Burgundians · Türkiye
507
+21
🇷🇺 Malians · Russia
701
-21
🇺🇸 Portuguese · United States
601
-17
🇵🇱 Spanish · Poland
592
-17
Player eAPM Actions Feudal Castle Imperial Opening
31 1,622 12:17 24:44 34:37 ⛏ Fast Castle
28 1,478 13:44 36:27 — ⚔ Skirmisher Rush
22 1,143 11:10 17:37 36:18 ⛏ Fast Castle
19 978 12:29 18:47 39:30 ⛏ Fast Castle
17 900 12:49 24:31 37:11 ⚔ Scouts into Skirms into Archers
10 538 12:43 23:32 35:58 ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
23,430 12,535 13,245 1,400 50,610 54,979
17,490 16,080 11,295 4,310 49,175 61,049
20,095 12,930 9,250 3,050 45,325 50,207
12,815 11,990 5,055 2,130 31,990 33,467
11,255 7,090 5,155 1,750 25,250 26,948
9,640 8,510 2,650 325 21,125 31,817
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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