AoeStats
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MegaRandom

510224219Analyzed
3v3 RM · 3d ago on Sep 30, 2026· 22m 25s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇺🇸 Huns · United States
1663
+7
🇧🇷 Malians · Brazil
1643
+7
🇧🇷 Lithuanians · Brazil
1524
+10
🇩🇪 Chinese · Germany
1474
-10
🇩🇪 Bengalis · Germany
1400
-7
🇩🇪 Portuguese · Germany
1391
-7
Player eAPM Actions Feudal Castle Imperial Opening
64 1,431 8:55 — — ⚔ Archer Rush
58 1,303 10:37 15:18 — ⚔ FC into Archers
47 1,056 8:58 — — ⚔ Archer Rush
38 860 9:02 20:54 — ⚔ Scout Rush
37 819 9:01 22:16 — ⚔ Scout Rush
27 608 10:00 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,950 3,889 1,785 0 9,624 9,957
5,460 3,505 300 125 9,390 11,332
5,380 3,147 725 0 9,252 9,475
3,900 3,283 1,355 0 8,538 9,634
3,600 3,133 1,470 125 8,328 8,900
3,605 3,180 1,470 0 8,255 9,654
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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