AoeStats
← Akhamy

Arabia

510553455Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 23m 16s· 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
1284
+17
🇨🇳 Vietnamese · China
1279
+17
🇨🇳 Magyars · China
1196
+20
🇺🇸 Magyars · United States
1340
-19
🇺🇸 Mapuche · United States
1303
-18
🇺🇸 Berbers · United States
1263
-17
Player eAPM Actions Feudal Castle Imperial Opening
70 1,623 10:16 19:55 — ⚔ Archer Rush
49 1,151 10:05 21:09 — ⚔ Skirmisher Rush
37 872 9:21 — — ⚔ Archer Rush
37 850 9:43 — — ⚔ Scout Rush
32 756 9:40 — — ⚔ Skirmisher Rush
29 668 9:31 19:40 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,785 4,861 2,210 100 11,956 11,892
5,810 3,395 1,400 100 10,705 10,876
4,425 4,202 1,065 0 9,692 10,959
2,455 3,843 2,260 0 8,558 9,017
4,770 3,210 350 65 8,395 9,752
4,085 3,852 400 0 8,337 10,193
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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