AoeStats
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MegaRandom

505172268Analyzed
4v4 RM · 25d ago on Sep 8, 2026· 19m 14s· 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
🇵🇹 Lithuanians · Portugal
1259
+14
🇺🇸 Bulgarians · United States
1256
+14
🇲🇽 Vietnamese · Mexico
1252
+14
🇨🇴 Slavs · Colombia
1250
+14
🇨🇳 Mongols · China
1288
-17
🇹🇼 Maya · Taiwan
1212
-14
🇫🇷 Franks · France
1177
-13
🇨🇳 Magyars · China
1150
-12
Player eAPM Actions Feudal Castle Imperial Opening
61 1,178 9:16 — — ⚔ Archer Rush
50 966 10:14 — — ⚔ Scout Rush
49 937 9:49 — — ⚔ Scout Rush
45 860 9:51 — — ⚔ Archer Rush
42 807 8:45 — — ⚔ Scout Rush
32 624 11:05 — — ⚔ Scouts into Archers
21 404 13:04 — — ⚔ Scout Rush
19 371 12:29 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,995 2,940 130 0 8,065 8,516
3,025 2,630 1,405 0 7,060 7,686
4,030 2,640 250 0 6,920 7,233
3,800 2,355 430 0 6,585 7,136
2,385 2,889 1,090 125 6,489 6,975
3,715 2,320 50 0 6,085 6,984
3,375 2,369 50 0 5,794 6,374
2,730 2,696 365 0 5,791 6,245
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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