AoeStats
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MegaRandom

510222065Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 14m 58s· 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
🇺🇸 Chinese · United States
754
+8
🇺🇸 Hindustanis · United States
748
+8
🇯🇵 Saxons · Japan
714
+9
🇺🇸 Huns · United States
709
+9
🇨🇳 Chinese · China
636
-11
🇺🇸 Britons · United States
604
-10
🇺🇸 Japanese · United States
580
-9
🇨🇳 Celts · China
370
-4
Player eAPM Actions Feudal Castle Imperial Opening
38 569 10:20 — —
33 499 10:02 — —
32 474 8:47 — — ⚔ Scout Rush
29 435 8:25 — — ⚔ Archer Rush
20 294 10:08 14:25 — ⛏ Fast Castle
11 172 — — —
10 153 9:54 — — ⛏ Fast Castle
5 72 11:47 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,325 2,597 1,270 0 6,192 6,560
3,160 1,858 50 0 5,068 5,081
3,600 1,153 50 0 4,803 5,709
2,500 1,605 250 0 4,355 5,253
2,375 1,185 250 0 3,810 4,738
2,120 1,425 0 225 3,770 3,798
2,200 1,200 0 0 3,400 3,816
2,000 915 0 0 2,915 3,558
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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