AoeStats
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MegaRandom

511116604Analyzed
3v3 RM · 3h ago on Oct 3, 2026· 22m 6s· 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
🇬🇧 Khmer · United Kingdom
526
+16
🇺🇸 Huns · United States
461
+18
🇺🇸 Japanese · United States
458
+18
🇮🇳 Huns · India
539
-18
🇲🇽 Sicilians · Mexico
506
-17
🇮🇳 Portuguese · India
491
-17
Player eAPM Actions Feudal Castle Imperial Opening
20 439 13:48 — — ⛏ Fish Boom
14 306 13:09 — — ⚔ Fish Boom into Scouts into Skirms
13 281 13:13 — — ⚔ Fish Boom into Scouts
8 174 11:56 — —
8 166 14:29 — — ⚔ Fish Boom into Scouts
5 112 14:02 18:52 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,440 3,645 640 175 8,900 9,408
4,715 2,985 360 125 8,185 10,370
3,000 3,760 0 0 6,760 8,904
3,020 3,170 250 125 6,565 8,610
3,385 2,760 400 0 6,545 8,301
3,325 2,575 250 100 6,250 7,711
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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