AoeStats
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MegaRandom

507747431Analyzed
4v4 RM · 11d ago on Sep 19, 2026· 18m 9s· 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
🇬🇧 Dravidians · United Kingdom
2087
+3
🇨🇭 Persians · Switzerland
1783
+10
🇬🇧 Britons · United Kingdom
1753
+10
🇧🇪 Tatars · Belgium
1731
+11
🇦🇷 Mongols · Argentina
1716
-10
🇭🇰 Khmer · Hong Kong SAR China
1695
-10
🇹🇼 Italians · Taiwan
1617
-7
🇹🇼 Persians · Taiwan
1605
-7
Player eAPM Actions Feudal Castle Imperial Opening
54 985 10:22 — — ⚔ Scout Rush
50 910 9:07 — — ⚔ Archer Rush
44 804 8:47 — — ⚔ Archer Rush
44 792 8:50 — — ⚔ Scout Rush
42 770 9:18 — — ⚔ Scout Rush
39 707 10:05 — —
34 624 9:37 — — ⚔ Archer Rush
33 595 8:35 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,200 2,654 1,720 0 7,574 8,141
2,750 2,637 1,630 85 7,102 7,295
4,475 2,467 50 0 6,992 6,946
4,045 2,451 150 0 6,646 6,871
2,950 2,021 1,270 5 6,246 6,960
4,140 1,839 150 0 6,129 6,342
4,230 1,693 50 0 5,973 6,273
2,350 1,651 85 415 4,501 5,559
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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