AoeStats
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Arabia

514055758Analyzed
3v3 RM · 1d ago on Oct 16, 2026· 48m 46s· 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
🇮🇳 Khmer · India
758
+14
🇮🇳 Huns · India
746
+15
🇮🇳 Dravidians · India
726
+16
vs
735
-16
🇹🇼 Franks · Taiwan
731
-15
🇪🇸 Turks · Spain
686
-14
Player eAPM Actions Feudal Castle Imperial Opening
21 1,020 9:20 25:04 43:58 ⚔ Scout Rush
18 875 13:18 26:41 43:05 ⚔ Scout Rush
14 694 13:48 22:13 40:12 ⛏ Fast Castle
12 588 11:52 21:31 39:13 ⛏ Fast Castle
11 524 13:33 17:22 40:02 ⛏ Fast Castle
4 184 — — —

Resources

Player Food Wood Gold Stone Spent Collected
10,675 18,385 12,385 2,050 43,495 60,538
17,440 7,450 8,875 1,400 35,165 44,959
13,515 7,750 4,940 2,325 28,530 33,226
12,065 7,566 4,935 2,010 26,576 27,025
12,595 6,210 4,735 1,300 24,840 25,278
1,050 150 50 0 1,250 2,082
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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