AoeStats
← KIM JONG UN

Arabia

507746186Analyzed
3v3 RM · 14d ago on Sep 19, 2026· 70m 28s· 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
🇹🇼 Tatars · Taiwan
1146
+15
🇹🇼 Burgundians · Taiwan
1092
+17
🇹🇼 Italians · Taiwan
1084
+18
🇬🇷 Britons · Greece
1131
-17
🇺🇸 Franks · United States
1129
-17
🇰🇷 Spanish · South Korea
1104
-16
Player eAPM Actions Feudal Castle Imperial Opening
74 5,245 12:46 23:27 — ⚔ Skirmisher Rush
59 4,192 9:18 22:37 36:36 ⚔ Archer Rush
55 3,843 9:29 26:05 50:23 ⚔ Archer Rush
47 3,305 9:51 22:01 37:13 ⚔ Scout Rush
25 1,784 9:57 21:33 39:57 ⚔ Scout Rush
19 1,374 10:19 26:58 54:46 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
37,780 11,059 22,845 1,805 73,489 78,539
27,355 25,706 15,550 1,910 70,521 78,512
17,465 24,525 18,010 3,105 63,105 67,720
27,945 14,790 17,660 1,600 61,995 62,170
18,390 9,945 6,685 3,440 38,460 49,084
16,155 12,557 3,735 1,150 33,597 39,497
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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