AoeStats
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MegaRandom

507580338Analyzed
4v4 RM · 12d ago on Sep 18, 2026· 72m 28s· 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
🇵🇱 Shu · Poland
1781
+11
🇧🇪 Celts · Belgium
1600
+18
🇩🇪 Khitans · Germany
1573
+19
🇪🇸 Byzantines · Spain
1441
+25
🇵🇹 Malay · Portugal
1727
-21
🇵🇹 Lithuanians · Portugal
1651
-18
🇵🇹 Mapuche · Portugal
1645
-18
🇵🇹 Dravidians · Portugal
1585
-16
Player eAPM Actions Feudal Castle Imperial Opening
78 5,646 9:37 20:38 38:27 ⛏ Fish Boom into Galleys FC
60 4,379 9:39 19:17 32:53 ⚔ Archer Rush
56 4,090 11:20 15:23 35:25 ⛏ Fish Boom FC
49 3,540 10:45 17:05 40:46 ⚔ Fish Boom into Archers
47 3,389 10:01 18:13 35:15 ⛏ Fish Boom into Fire Galleys FC
44 3,213 9:25 20:53 32:36 ⛏ Fish Boom into Galleys FC
35 2,517 11:04 16:39 33:42 ⛏ Fish Boom into Fire Galleys FC
29 2,134 11:24 17:03 36:46 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
57,610 45,364 24,595 4,210 131,779 138,337
59,670 40,245 18,870 7,000 125,785 127,526
48,540 38,352 16,265 5,645 108,802 112,076
39,570 32,010 22,840 2,400 96,820 103,117
27,425 48,185 14,570 4,850 95,030 103,486
23,860 41,472 18,275 5,500 89,107 101,700
29,885 33,061 10,950 2,300 76,196 79,821
23,640 33,590 12,760 3,635 73,625 82,316
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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