AoeStats
← Imperial Kermit

Team Islands

503513317Analyzed
4v4 RM · 9d ago on Sep 1, 2026· 85m 6s· 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
🇮🇹 Franks · Italy
631
+18
🇺🇸 Italians · United States
606
+19
🇺🇸 Vikings · United States
578
+21
🇲🇽 Portuguese · Mexico
531
+23
🇲🇽 Franks · Mexico
726
-22
🇺🇸 Chinese · United States
719
-50
🇹🇷 Koreans · Türkiye
668
-20
🇧🇷 Koreans · Brazil
613
-17
Player eAPM Actions Feudal Castle Imperial Opening
33 2,820 11:12 27:03 39:50 ⚔ Scout Rush
31 2,629 14:36 24:43 33:22 ⚔ Towers into Fast Imp
29 2,456 12:31 20:19 46:12 ⚔ Fish Boom FC into Archers
23 1,955 12:30 24:21 35:08 ⛏ Fast Castle
20 1,727 9:39 25:41 39:50 ⛏ Fish Boom FC
15 1,251 13:35 21:56 35:24 ⛏ Fish Boom FC into Fire Galleys
12 1,004 10:54 21:11 34:30 ⛏ Fish Boom FC
11 911 11:00 24:56 37:08 ⛏ Fish Boom into Galleys FC

Resources

Player Food Wood Gold Stone Spent Collected
33,050 57,680 41,335 2,805 134,870 149,929
41,105 40,935 24,545 5,560 112,145 128,332
29,785 44,095 30,005 6,025 109,910 114,313
19,205 48,540 33,500 3,050 104,295 145,987
26,120 33,955 23,345 4,995 88,415 120,299
11,500 40,080 21,030 3,050 75,660 110,996
11,910 30,375 18,655 4,750 65,690 91,986
17,800 25,360 17,805 2,640 63,605 101,591
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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