AoeStats
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Team Islands

503194122Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 44m 44s· 6 players
Game mode
Random Map
Map size
Large (8 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
🇪🇸 Koreans · Spain
700
+13
655
+15
🇺🇸 Koreans · United States
637
+16
🇺🇸 Japanese · United States
900
-50
🇺🇸 Malay · United States
553
-11
🇺🇸 Maya · United States
456
-7
Player eAPM Actions Feudal Castle Imperial Opening
30 1,346 11:53 18:04 37:06 ⛏ Fast Castle
22 1,004 13:18 26:24 35:28 ⛏ Fish Boom FC
16 712 13:43 17:48 31:34 ⛏ Fish Boom FC
13 560 10:13 17:29 41:37 ⛏ Fast Castle
10 448 16:21 33:41 ⛏ Fish Boom into Galleys
8 374 15:44 24:57 34:01 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,655 17,930 6,780 2,795 42,160 45,808
9,915 19,515 9,860 1,365 40,655 51,709
15,775 15,220 6,245 1,550 38,790 61,120
12,610 9,475 3,935 2,300 28,320 32,794
9,070 8,450 4,895 1,365 23,780 25,646
7,360 5,370 2,290 705 15,725 28,103
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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