AoeStats
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Arabia

509950166Analyzed
3v3 RM · 2d ago on Sep 28, 2026· 39m 16s· 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
🇵🇹 Vikings · Portugal
635
+13
🇵🇹 Turks · Portugal
619
+14
🇵🇹 Franks · Portugal
566
+16
🇪🇨 Britons · Ecuador
664
-18
🇺🇸 Britons · United States
635
-17
🇧🇷 Lithuanians · Brazil
412
-8
Player eAPM Actions Feudal Castle Imperial Opening
46 1,798 10:57 23:40 — ⚔ Scout Rush
37 1,449 14:30 21:03 25:33 ◆ FC into Fast Imp
30 1,165 11:20 26:38 37:39
18 696 14:43 31:43 — ⚔ Scout Rush
17 667 12:04 21:38 — ⛏ Fast Castle
10 412 11:11 26:07 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,495 7,703 3,745 1,600 25,543 32,047
8,750 8,353 2,800 2,180 22,083 25,055
11,260 5,338 3,260 750 20,608 24,828
8,570 6,043 4,755 100 19,468 24,432
8,730 7,562 1,180 1,430 18,902 21,471
4,185 1,785 375 620 6,965 6,921
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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