AoeStats
← Frieve-A (YouTube, Japan)

Arabia

510074401Analyzed
3v3 RM · 18d ago on Sep 29, 2026· 39m 1s· 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
🇨🇳 Ethiopians · China
1363
+12
🇳🇿 Magyars · New Zealand
1340
+13
🇺🇸 Huns · United States
1322
+13
vs
🇯🇵 Bulgarians · Japan
1344
-16
🇯🇵 Mongols · Japan
1234
-11
1226
-11
Player eAPM Actions Feudal Castle Imperial Opening
52 2,027 9:41 28:49 — ⚔ Scout Rush
41 1,591 8:26 22:15 — ⚔ Archer Rush
34 1,337 9:16 20:15 — ⚔ Scout Rush
24 956 10:09 17:05 —
24 926 9:37 26:02 — ⚔ Scout Rush
23 900 9:05 22:21 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,135 8,308 8,300 1,285 35,028 42,518
14,880 7,566 8,845 400 31,691 33,012
16,075 7,173 900 850 24,998 26,243
9,580 10,106 4,515 240 24,441 27,601
10,890 6,649 1,460 200 19,199 20,699
10,340 6,763 1,080 300 18,483 18,552
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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