AoeStats
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MegaRandom

510557270Analyzed
4v4 RM · 14h ago on Oct 1, 2026· 18m 19s· 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
🇯🇵 Franks · Japan
954
+14
🇫🇷 Vietnamese · France
943
+15
🇺🇸 Japanese · United States
933
+15
🇲🇽 Sicilians · Mexico
907
+16
🇪🇸 Aztecs · Spain
979
-17
🇨🇳 Turks · China
931
-16
🇷🇴 Japanese · Romania
896
-14
🇨🇳 Poles · China
862
-13
Player eAPM Actions Feudal Castle Imperial Opening
28 509 11:38 — —
24 442 11:03 — — ⚔ M@A Rush
23 414 10:15 — —
21 381 11:13 — —
21 382 12:12 15:57 — ⛏ Fast Castle
15 268 11:04 — — ⚔ Scout Rush
15 268 10:18 — — ⚔ Tower Rush
0 4 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,975 4,580 0 280 7,835 8,140
3,720 2,242 50 125 6,137 6,881
3,405 2,290 310 0 6,005 6,910
3,360 1,150 655 0 5,165 5,333
3,100 1,740 200 100 5,140 6,179
2,600 1,795 270 0 4,665 5,290
2,100 1,125 200 525 3,950 4,684
0 0 0 0 0 0
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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