AoeStats
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Team Islands

503171053Analyzed
4v4 RM · 9d ago on Aug 30, 2026· 53m 14s· 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
🇺🇸 Burgundians · United States
917
+15
🇧🇷 Vikings · Brazil
891
+16
🇹🇷 Portuguese · Türkiye
867
+17
🇲🇽 Spanish · Mexico
865
+18
🇨🇳 Italians · China
941
-19
🇭🇰 Koreans · Hong Kong SAR China
897
-17
🇰🇷 Spanish · South Korea
886
-16
🇦🇷 Saracens · Argentina
873
-15
Player eAPM Actions Feudal Castle Imperial Opening
34 1,792 12:36 16:52 52:17 ⛏ Fish Boom FC
27 1,428 11:45 17:46 30:44 ⛏ Fish Boom FC
25 1,345 12:50 19:30 38:16 ⛏ Fish Boom FC
24 1,284 13:02 24:06 36:24 ⛏ Fish Boom into Galleys into Fire Galleys FC
21 1,103 16:28 21:11 35:32 ⛏ Fish Boom FC
17 923 16:19 20:20 24:54 ⛏ Fish Boom FC into Fast Imp
16 835 12:03 23:11 39:12 ⛏ Fish Boom into Fire Galleys FC
11 565 19:06 25:27 37:42 ⛏ Fish Boom into Fire Galleys FC

Resources

Player Food Wood Gold Stone Spent Collected
17,845 39,035 20,385 3,000 80,265 92,496
14,075 32,495 20,885 850 68,305 82,528
12,625 24,170 11,973 4,375 53,143 62,503
16,940 18,795 11,965 2,150 49,850 59,397
11,275 22,250 9,175 1,300 44,000 61,381
20,560 10,840 10,025 890 42,315 43,621
13,450 19,900 4,140 1,650 39,140 48,178
14,325 10,700 7,940 2,050 35,015 42,158
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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