AoeStats
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Team Islands

502917120Analyzed
4v4 RM · 12d ago on Aug 29, 2026· 10m 12s· 8 players
Game mode
Random Map
Map size
242×242
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
🇮🇳 Vikings · India
1370
+12
🇨🇦 Teutons · Canada
1365
+12
🇮🇳 Armenians · India
1308
+15
🇦🇷 Berbers · Argentina
1288
+16
🇩🇪 Italians · Germany
1301
-15
🇫🇷 Byzantines · France
1285
-14
🇫🇮 Vikings · Finland
1280
-14
🇫🇷 Malay · France
1260
-13
Player eAPM Actions Feudal Castle Imperial Opening
65 665 ⛏ Fish Boom
49 498
48 489
43 434 ⛏ Fish Boom
39 400 ⛏ Fish Boom
36 365
28 289
25 258 9:03 ⚔ Galley Rush

Resources

Player Food Wood Gold Stone Spent Collected
1,900 1,050 0 0 2,950 3,128
1,690 960 50 0 2,700 3,025
1,650 1,050 0 0 2,700 2,856
1,600 750 50 0 2,400 2,252
1,400 925 50 0 2,375 2,327
1,450 695 140 0 2,285 2,306
1,050 1,225 0 0 2,275 2,458
1,300 300 0 0 1,600 2,230
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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