AoeStats
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Team Islands

503537827Analyzed
3v3 RM · 7d ago on Sep 1, 2026· 29m 53s· 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
🇲🇽 Vikings · Mexico
637
+13
🇲🇽 Portuguese · Mexico
619
+14
🇲🇽 Italians · Mexico
605
+14
🇺🇸 Teutons · United States
702
-20
🇧🇴 Armenians · Bolivia
511
-11
🇲🇽 Vikings · Mexico
501
-11
Player eAPM Actions Feudal Castle Imperial Opening
34 1,022 12:27 27:50 ⚔ Scout Rush
26 772 14:44 25:42 ⚔ M@A into Scouts
23 680 11:57 ⚔ Archer Rush
17 501 18:16 ⚔ Fish Boom into M@A into Galleys into Fire Galleys
9 270 11:14 24:06 ⚔ Archer Rush
7 213 15:35 27:31 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,590 5,385 1,395 0 11,370 14,568
5,310 4,290 1,405 0 11,005 12,077
4,395 4,835 1,205 0 10,435 13,919
4,575 4,685 920 225 10,405 13,462
5,670 3,730 505 375 10,280 13,634
4,540 3,320 550 1,830 10,240 10,904
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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