AoeStats
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Arabia

511903587Analyzed
3v3 RM · 11d ago on Oct 7, 2026· 26m 40s· 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
🇲🇽 Varangians · Mexico
963
+16
🇲🇽 Magyars · Mexico
951
+16
🇲🇽 Byzantines · Mexico
920
+16
vs
🇲🇽 Celts · Mexico
953
-40
🇲🇽 Franks · Mexico
953
-40
🇲🇽 Spanish · Mexico
949
-46
Player eAPM Actions Feudal Castle Imperial Opening
44 1,186 11:21 22:23 — ⚔ Scout Rush
35 936 9:47 19:55 —
32 861 10:37 20:34 — ⛏ Fast Castle
32 856 11:09 19:38 — ⛏ Fast Castle
26 705 15:01 — — ⚔ Drush into Archers into Scouts
17 443 14:14 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,170 5,868 2,735 0 13,773 14,346
6,500 4,443 1,550 0 12,493 14,102
5,175 4,445 750 100 10,470 13,519
4,315 3,110 875 205 8,505 9,353
4,225 3,618 130 0 7,973 11,091
3,865 3,000 490 5 7,360 7,868
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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