AoeStats
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Arabia

514527079Analyzed
3v3 RM · 2d ago on Oct 18, 2026· 70m 43s· 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 · Mexico
928
+20
🇲🇽 Mongols · Mexico
922
+21
🇲🇽 Tatars · Mexico
881
+22
vs
1037
-33
🇦🇺 Franks · Australia
1022
-21
🇦🇺 Vietnamese · Australia
1014
-21
Player eAPM Actions Feudal Castle Imperial Opening
35 2,480 8:58 24:22 39:43 ⚔ Archers into Skirms
29 2,030 11:39 21:07 40:21
28 1,957 9:23 23:44 43:18 ⚔ Scout Rush
23 1,645 10:59 24:25 48:52 ⚔ Scout Rush
12 875 11:04 — — ⚔ Scout Rush
11 812 10:17 20:54 50:05

Resources

Player Food Wood Gold Stone Spent Collected
36,765 31,407 15,740 3,595 87,507 103,265
28,700 16,484 9,555 3,750 58,489 59,551
17,825 22,819 13,100 2,375 56,119 80,594
18,610 16,955 11,220 395 47,180 50,344
14,500 10,940 10,285 3,315 39,040 49,145
2,680 1,577 50 0 4,307 4,521
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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