AoeStats
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MegaRandom

508639424Analyzed
4v4 RM · 8d ago on Sep 23, 2026· 19m 13s· 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 · Japan
1633
+10
🇯🇵 Varangians · Japan
1613
+10
1547
+13
🇯🇵 Saxons · Japan
1489
+15
🇹🇼 Britons · Taiwan
1506
-13
🇨🇳 Burgundians · China
1494
-13
🇦🇷 Lithuanians · Argentina
1468
-11
🇨🇳 Khmer · China
1465
-11
Player eAPM Actions Feudal Castle Imperial Opening
77 1,479 9:23 — — ⚔ Scout Rush
70 1,349 9:50 — — ⚔ Archer Rush
68 1,316 9:57 — — ⚔ Archer Rush
60 1,146 10:56 — — ⚔ Archer Rush
50 967 9:48 — — ⚔ Archer Rush
48 919 10:00 — — ⚔ Scout Rush
41 782 10:13 — — ⚔ Scout Rush
36 696 9:30 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,100 3,129 1,400 155 7,784 7,937
3,275 2,682 1,555 0 7,512 7,572
3,150 2,885 1,420 0 7,455 7,060
4,335 2,932 50 0 7,317 7,535
4,440 2,771 100 0 7,311 7,740
4,560 2,499 0 15 7,074 7,882
4,450 2,590 0 0 7,040 7,916
3,175 2,680 1,175 0 7,030 7,659
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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