AoeStats
← danielrojaslaw

Arabia

510682580Analyzed
3v3 RM · 1d ago on Oct 2, 2026· 33m 45s· 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
🇲🇽 Maya · Mexico
766
+10
🇲🇽 Khmer · Mexico
766
+10
🇲🇽 Inca · Mexico
658
+14
🇨🇴 Saxons · Colombia
647
-12
🇬🇷 Huns · Greece
616
-11
🇵🇷 Britons · Puerto Rico
605
-11
Player eAPM Actions Feudal Castle Imperial Opening
33 1,110 11:43 30:20 — ⚔ Archer Rush
30 1,001 11:32 22:08 — ⚔ Scout Rush
21 711 10:37 24:42 — ⚔ Champi Rush
15 499 10:38 20:34 — ⚔ Archer Rush
9 300 12:27 — — ⚔ Skirmisher Rush
5 174 13:32 22:13 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,385 6,160 1,370 955 17,870 23,485
7,845 5,610 2,640 1,075 17,170 21,521
5,755 5,160 2,280 1,480 14,675 14,432
5,960 3,450 1,310 2,315 13,035 14,765
4,375 3,745 365 200 8,685 9,855
3,650 3,185 50 250 7,135 7,833
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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