AoeStats
← 国产男子汉

Arabia

503744652Analyzed
3v3 RM · 6d ago on Sep 2, 2026· 33m 51s· 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
🇨🇴 Japanese · Colombia
1333
+12
🇨🇴 Chinese · Colombia
1312
+13
🇨🇴 Berbers · Colombia
1282
+14
🇨🇳 Khmer · China
1264
-14
🇵🇪 Franks · Peru
1249
-13
🇵🇪 Chinese · Peru
1231
-12
Player eAPM Actions Feudal Castle Imperial Opening
58 1,974 8:43 24:42 ⚔ M@A into Archers
43 1,456 10:40 23:52 ⚔ Scout Rush
43 1,446 10:36 23:57
33 1,110 10:00 24:30 ⚔ Scout Rush
31 1,062 11:09 22:56 ⚔ Scout Rush
27 909 9:32 22:01 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,590 5,981 4,780 880 24,231 25,741
7,675 7,016 4,595 850 20,136 21,477
9,140 7,369 2,500 200 19,209 21,126
8,480 5,901 2,080 100 16,561 17,299
5,560 5,873 1,575 975 13,983 14,886
7,795 3,631 800 345 12,571 13,802
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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