AoeStats
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MegaRandom

510949800Analyzed
4v4 RM · 13h ago on Oct 3, 2026· 0m 12s· 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
🇭🇰 Berbers · Hong Kong SAR China
1316
+12
🇭🇰 Varangians · Hong Kong SAR China
1257
+15
🇭🇰 Tatars · Hong Kong SAR China
1254
+15
🇭🇰 Magyars · Hong Kong SAR China
1249
+15
🇨🇳 Aztecs · China
1308
-18
🇨🇳 Goths · China
1261
-15
🇨🇳 Saracens · China
1247
-15
🇨🇳 Inca · China
1095
-9
Player eAPM Actions Feudal Castle Imperial Opening
68 14 — — —
68 14 — — —
63 13 — — —
44 9 — — —
34 7 — — —
34 7 — — —
29 6 — — —
15 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 50 0 0 300 —
200 50 0 0 250 —
150 50 0 0 200 —
0 50 0 0 50 —
0 0 0 0 0 —
0 0 0 0 0 —
0 0 0 0 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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