AoeStats
← [BVss] Ajimu

Arabia

513066522Analyzed
3v3 RM · 8d ago on Oct 12, 2026· 44m 38s· 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
🇨🇴 Romans · Colombia
811
+18
🇦🇺 Cumans · Australia
768
+20
🇨🇦 Magyars · Canada
746
+21
vs
🇦🇷 Japanese · Argentina
900
-67
🇦🇷 Britons · Argentina
860
-56
🇦🇷 Bulgarians · Argentina
796
-17
Player eAPM Actions Feudal Castle Imperial Opening
35 1,542 10:42 22:50 41:10 ⚔ Skirmisher Rush
22 984 11:28 23:00 — ⛏ Fast Castle
21 916 10:57 27:31 — ⚔ Scout Rush
20 915 9:55 26:39 — ⚔ Archer Rush
10 456 7:11 30:16 — ⚔ Archer Rush
4 193 14:55 — —

Resources

Player Food Wood Gold Stone Spent Collected
13,195 7,213 3,970 750 25,128 35,992
10,955 4,083 4,550 850 20,438 27,610
6,620 6,309 3,775 850 17,554 22,923
6,165 5,505 2,685 225 14,580 16,017
6,150 6,001 995 585 13,731 13,638
2,250 4,215 365 0 6,830 11,276
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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