AoeStats
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Arabia

508795244Analyzed
3v3 RM · 24d ago on Sep 24, 2026· 49m 11s· 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
🇨🇱 Lithuanians · Chile
1037
+9
🇦🇷 Britons · Argentina
942
+13
🇲🇽 Saxons · Mexico
785
+19
vs
🇲🇽 Mongols · Mexico
902
-15
🇲🇽 Danes · Mexico
878
-14
🇲🇽 Poles · Mexico
833
-12
Player eAPM Actions Feudal Castle Imperial Opening
48 2,380 9:58 25:35 — ⚔ Archer Rush
42 2,079 9:05 25:23 —
28 1,398 10:47 21:54 — ⛏ Fast Castle
27 1,321 12:09 24:47 44:17 ⚔ Drush into Scouts
22 1,106 11:03 27:59 —
17 857 9:04 25:25 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,230 11,522 11,980 200 47,932 50,599
22,515 13,431 10,290 1,530 47,766 52,794
13,845 8,749 3,780 1,820 28,194 29,391
10,920 8,973 5,400 975 26,268 27,328
14,530 6,713 3,305 900 25,448 29,049
9,795 6,810 3,495 1,835 21,935 26,542
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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