AoeStats
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Arabia

504483810Analyzed
3v3 RM · 28d ago on Sep 5, 2026· 24m 39s· 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 · Taiwan
1445
+14
🇹🇼 Japanese · Taiwan
1345
+18
🇹🇼 Persians · Taiwan
1200
+22
🇦🇷 Saracens · Argentina
1410
-19
🇭🇺 Ethiopians · Hungary
1396
-19
🇦🇷 Magyars · Argentina
1332
-16
Player eAPM Actions Feudal Castle Imperial Opening
64 1,570 9:14 22:59 — ⚔ Scout Rush
50 1,225 9:37 20:41 — ⚔ Archer Rush
45 1,115 9:49 23:53 — ⚔ Archer Rush
37 908 9:12 23:50 — ⚔ Archer Rush
36 877 10:30 15:58 — ⛏ Fast Castle
34 838 9:06 — — ⚔ M@A into Archers

Resources

Player Food Wood Gold Stone Spent Collected
4,700 4,644 2,525 100 11,969 12,089
6,520 3,396 1,900 100 11,916 12,231
4,625 4,256 2,435 100 11,416 12,436
5,300 3,661 800 125 9,886 11,629
4,825 3,528 1,490 0 9,843 11,460
5,275 3,433 250 15 8,973 10,593
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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