AoeStats
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Arabia

507578978Analyzed
3v3 RM · 13d ago on Sep 18, 2026· 42m 36s· 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
🇩🇪 Goths · Germany
1064
+15
🇩🇪 Huns · Germany
1046
+16
🇩🇪 Sicilians · Germany
1043
+16
🇦🇷 Teutons · Argentina
1110
-17
🇦🇷 Vietnamese · Argentina
1023
-15
🇦🇷 Franks · Argentina
1021
-15
Player eAPM Actions Feudal Castle Imperial Opening
53 2,252 10:01 27:16 40:51 ⚔ Scout Rush
45 1,911 11:25 20:20 — ⚔ Scout Rush
43 1,849 10:13 31:31 —
38 1,635 11:06 31:38 — ⚔ Tower Rush
33 1,424 10:43 — — ⚔ Scout Rush
25 1,076 10:52 19:38 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,085 8,360 3,705 850 28,000 33,242
12,805 4,896 3,135 140 20,976 22,388
9,625 4,550 4,745 200 19,120 20,569
9,265 5,070 2,050 1,680 18,065 18,723
4,950 6,243 2,420 775 14,388 16,431
5,005 4,793 680 350 10,828 11,488
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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