AoeStats
← javiercoltap

Arabia

511453310Analyzed
3v3 RM · 12d ago on Oct 5, 2026· 28m 8s· 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
1093
+13
🇲🇽 Vietnamese · Mexico
1056
+14
🇲🇽 Franks · Mexico
1006
+16
vs
🇵🇪 Mongols · Peru
1585
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🇨🇴 Burmese · Colombia
811
-7
🇨🇴 Persians · Colombia
721
-5
Player eAPM Actions Feudal Castle Imperial Opening
61 1,707 8:32 25:38 — ⚔ Scout Rush
49 1,381 9:07 22:10 — ⚔ Scout Rush
26 738 9:34 22:20 —
26 720 10:45 25:30 — ⚔ Scout Rush
24 666 10:10 23:28 — ⚔ Skirmisher Rush
14 399 10:52 20:54 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,450 9,579 525 100 16,654 17,710
7,100 5,317 1,310 200 13,927 14,661
8,245 4,108 1,350 200 13,903 15,083
5,675 4,770 915 325 11,685 12,351
5,945 3,184 520 50 9,699 10,365
4,430 3,097 490 140 8,157 10,170
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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