AoeStats
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Arabia

520957068Analyzed
3v3 RM · 2d ago on Nov 14, 2026· 53m 9s· 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
1284
+9
🇲🇽 Bulgarians · Mexico
1058
+16
🇦🇷 Varangians · Argentina
933
+19
vs
🇵🇪 Mongols · Peru
1115
-16
🇵🇪 Khmer · Peru
1047
-14
🇵🇪 Chinese · Peru
1042
-14
Player eAPM Actions Feudal Castle Imperial Opening
80 4,232 7:39 20:44 — ⚔ Scout Rush
62 3,297 8:45 26:01 43:55 ⚔ Archer Rush
32 1,691 12:45 18:18 — ⛏ Fast Castle
32 1,686 10:28 24:26 — ⚔ Scout Rush
24 1,268 11:30 40:06 —
23 1,231 9:30 21:10 40:32 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,550 17,293 11,020 950 44,813 57,705
19,890 7,875 13,170 1,600 42,535 47,876
16,645 9,661 6,270 780 33,356 38,194
12,945 11,417 3,195 1,655 29,212 34,939
12,945 7,471 3,860 1,000 25,276 27,928
8,955 10,732 3,525 535 23,747 27,203
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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