AoeStats
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Arabia

512013065Analyzed
3v3 RM · 10d ago on Oct 7, 2026· 48m 13s· 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
🇩🇪 Ethiopians · Germany
1120
+12
🇬🇹 Khmer · Guatemala
1078
+14
🇬🇹 Byzantines · Guatemala
1070
+14
vs
🇬🇧 Franks · United Kingdom
1064
-16
🇩🇪 Turks · Germany
1032
-13
🇦🇷 Poles · Argentina
982
-11
Player eAPM Actions Feudal Castle Imperial Opening
43 2,087 9:43 22:07 37:04 ⚔ Archer Rush
37 1,802 10:45 24:36 45:52 ⛏ Fast Castle
28 1,330 10:39 21:35 33:38 ⚔ Scout Rush
25 1,226 10:53 18:48 30:45 ⛏ Fast Castle
18 884 11:18 24:02 — ⚔ Scout Rush
18 846 9:25 14:31 35:49 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,755 8,575 10,585 2,450 42,365 51,094
21,015 11,950 7,770 1,560 42,295 49,002
14,410 14,932 9,020 2,250 40,612 57,756
14,725 14,341 6,305 1,145 36,516 38,098
14,145 8,272 7,170 1,950 31,537 34,916
13,475 6,502 2,665 950 23,592 26,790
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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