AoeStats
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Arabia

516501351Analyzed
3v3 RM · 11d ago on Oct 26, 2026· 46m 19s· 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
🇹🇼 Poles · Taiwan
925
+11
🇹🇼 Mongols · Taiwan
915
+11
🇹🇼 Varangians · Taiwan
899
+12
vs
🇨🇳 Vikings · China
845
-12
🇮🇳 Byzantines · India
809
-11
🇨🇳 Franks · China
788
-11
Player eAPM Actions Feudal Castle Imperial Opening
43 1,973 10:02 22:05 — ⚔ Scout Rush
38 1,771 12:31 19:01 37:24 ⛏ Fast Castle
38 1,754 11:22 17:43 — ⛏ Fast Castle
36 1,656 11:23 16:18 36:42 ⛏ Fast Castle
29 1,362 11:11 15:54 38:17 ⛏ Fast Castle
12 574 11:36 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,050 14,348 6,200 5,500 43,098 46,849
16,915 7,925 6,605 3,120 34,565 42,835
14,850 10,065 7,135 1,600 33,650 42,154
9,415 8,531 2,825 490 21,261 29,349
8,200 8,430 2,665 750 20,045 24,328
2,450 1,774 50 0 4,274 6,333
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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