AoeStats
← Timor Primus

Highland

504120837Analyzed
4v4 RM · 17h ago on Sep 4, 2026· 49m 53s· 8 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
🇵🇹 Jurchens · Portugal
870
+10
🇺🇸 Spanish · United States
754
+15
🇦🇺 Celts · Australia
739
+16
🇨🇴 Maya · Colombia
650
+19
🇨🇳 Bulgarians · China
1126
-30
🇹🇷 Britons · Türkiye
621
-10
🇨🇳 Portuguese · China
609
-10
🇨🇿 Persians · Czechia
604
-10
Player eAPM Actions Feudal Castle Imperial Opening
梦涯 Bulgarians
29 1,470 9:55 21:35 44:45 ⚔ Drush FC
24 1,217 13:06 18:11 33:36 ⛏ Fast Castle
24 1,173 16:23 27:55 45:19 ⚔ Archers into Skirms
Timor Primus Jurchens
23 1,153 15:39 29:57 44:59 ⛏ Fast Castle
SPIKE Portuguese
22 1,110 11:48 19:31 ⛏ Fast Castle
AussieHoon Celts
13 631 12:55 18:05 39:23 ⛏ Fast Castle
ladyzika Persians
13 673 12:41 22:55 31:31 ⚔ Drush FC
yigitmustu Britons
11 555 12:09 25:43 35:12 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,755 15,561 10,760 2,205 50,281 60,948
18,105 17,005 9,055 2,900 47,065 55,413
16,255 20,140 6,595 1,625 44,615 47,076
20,200 10,426 10,895 2,630 44,151 68,580
12,500 10,510 6,915 1,525 31,450 40,800
11,495 9,855 4,390 1,270 27,010 30,863
11,130 8,575 3,630 1,500 24,835 26,230
4,825 4,780 470 1,220 11,295 11,751
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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