AoeStats
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Arabia

510593608Analyzed
3v3 RM · 14h ago on Oct 1, 2026· 76m 14s· 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
🇫🇷 Hindustanis · France
990
+14
🇮🇩 Huns · Indonesia
960
+15
🇦🇷 Magyars · Argentina
901
+18
🇦🇷 Lithuanians · Argentina
992
-17
🇦🇷 Spanish · Argentina
948
-34
🇦🇷 Franks · Argentina
902
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 3,364 10:22 20:25 41:22 ⚔ Scout Rush
32 2,430 11:28 22:37 41:04
30 2,253 9:21 23:26 47:29 ⚔ Scout Rush
29 2,191 9:35 25:57 45:29 ⚔ Scout Rush
27 2,044 11:32 32:02 43:32 ⚔ Scout Rush
16 1,219 13:27 24:06 43:45

Resources

Player Food Wood Gold Stone Spent Collected
27,065 29,630 20,850 3,955 81,500 90,627
35,630 13,052 27,010 2,275 77,967 97,870
31,685 15,570 22,805 4,335 74,395 81,109
31,310 20,710 14,660 3,680 70,360 71,220
30,130 9,501 10,675 3,245 53,551 72,009
20,335 10,875 12,640 1,240 45,090 51,958
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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