AoeStats
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MegaRandom

510503514Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 65m 7s· 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
🇦🇺 Ethiopians · Australia
1335
+17
🇻🇳 Saxons · Vietnam
1260
+20
🇹🇷 Cumans · Türkiye
1229
+21
🇺🇸 Mapuche · United States
1201
+22
🇦🇷 Britons · Argentina
1447
-25
🇳🇱 Berbers · Netherlands
1310
-19
🇩🇪 Poles · Germany
1305
-18
🇺🇸 Ethiopians · United States
1293
-18
Player eAPM Actions Feudal Castle Imperial Opening
62 4,015 9:34 24:43 39:29 ⚔ Archer Rush
53 3,442 10:13 24:05 43:20 ⚔ Archer Rush
43 2,809 10:40 19:55 41:53 ⚔ Archer Rush
40 2,590 10:55 28:41 47:50 ⚔ Scout Rush
40 2,616 10:22 23:20 37:43 ⚔ Archers into Skirms
32 2,054 11:09 20:32 40:52 ⚔ Fish Boom into Scouts
17 1,094 10:39 25:35 43:38 ⚔ Fish Boom into Skirms
16 1,053 9:49 28:27 49:49 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
40,490 16,315 31,900 2,300 91,005 99,424
39,020 13,821 23,295 2,350 78,486 80,666
25,630 28,245 18,950 3,600 76,425 84,428
19,035 21,588 12,965 4,045 57,633 80,176
23,000 23,238 4,550 2,625 53,413 58,598
24,935 9,630 16,985 750 52,300 52,555
13,130 19,496 11,570 525 44,721 47,531
15,045 16,166 9,925 2,900 44,036 45,265
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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