AoeStats
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MegaRandom

510229591Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 2m 38s· 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
🇻🇪 Franks · Venezuela
734
+10
🇩🇴 Romans · Dominican Republic
674
+12
🇻🇪 Persians · Venezuela
628
+14
🇵🇾 Mongols · Paraguay
457
+22
🇺🇸 Burmese · United States
632
-16
🇨🇱 Vikings · Chile
592
-15
🇮🇳 Teutons · India
576
-14
🇺🇸 Japanese · United States
557
-13
Player eAPM Actions Feudal Castle Imperial Opening
50 132 — — —
27 70 — — —
27 72 — — —
24 64 — — —
24 63 — — —
22 57 — — —
15 39 — — —
9 23 — — —

Resources

Player Food Wood Gold Stone Spent Collected
300 150 50 0 500 130
300 150 50 0 500 100
200 175 0 0 375 80
250 75 0 0 325 204
50 200 0 0 250 110
0 150 0 0 150 175
0 100 0 0 100 210
0 0 0 0 0 0
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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