AoeStats
← Lord Boyka

MegaRandom

510905414Analyzed
4v4 RM · 12h ago on Oct 3, 2026· 19m 49s· 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
🇦🇷 Japanese · Argentina
1242
+13
🇨🇴 Mongols · Colombia
1231
+14
🇦🇷 Koreans · Argentina
1192
+15
🇨🇴 Huns · Colombia
1129
+18
🇨🇱 Lithuanians · Chile
1291
-19
🇧🇷 Armenians · Brazil
1179
-15
1165
-15
🇨🇱 Persians · Chile
1066
-11
Player eAPM Actions Feudal Castle Imperial Opening
70 1,386 10:08 — — ⚔ Scout Rush
40 787 10:09 — — ⚔ Scout Rush
39 778 9:53 — — ⚔ Scout Rush
35 685 13:22 — —
30 590 10:56 15:54 — ⛏ Fast Castle
30 600 11:26 — —
26 525 11:28 — — ⛏ Fast Castle
22 442 11:41 — — ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
4,320 3,145 50 0 7,515 7,709
3,900 2,824 250 0 6,974 7,922
4,230 2,601 50 0 6,881 8,026
3,760 2,330 250 20 6,360 7,024
2,530 3,034 50 0 5,614 7,073
2,685 2,672 50 0 5,407 6,967
2,495 2,740 50 0 5,285 6,688
2,085 2,271 0 0 4,356 5,318
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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