AoeStats
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MegaRandom

513748356Analyzed
3v3 RM · 2d ago on Oct 15, 2026· 17m 42s· 6 players
Game mode
Random Map
Map size
Normal (6 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 · Australia
1074
+9
🇵🇪 Chinese · Peru
1063
+10
🇨🇳 Mongols · China
988
+13
vs
🇺🇸 Aztecs · United States
994
-14
🇺🇸 Tupi · United States
905
-10
🇺🇸 Franks · United States
857
-8
Player eAPM Actions Feudal Castle Imperial Opening
36 646 8:20 13:30 — ⛏ Fast Castle
35 628 10:01 14:49 — ⛏ Fast Castle
35 614 10:14 — — ⚔ Fish Boom into Archers
21 368 12:29 — — ⚔ M@A into Towers
14 256 13:37 — — ⚔ Fish Boom into Champis
14 244 9:37 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,375 3,295 300 200 7,170 7,172
2,610 3,510 0 125 6,245 7,232
2,990 2,600 340 260 6,190 6,173
3,000 1,776 200 850 5,826 6,885
2,290 3,010 210 5 5,515 6,940
2,375 2,495 480 5 5,355 6,600
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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