AoeStats
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Team Islands

503116718Analyzed
4v4 RM · 1mo ago on Aug 30, 2026· 3m 50s· 8 players
Game mode
Random Map
Map size
242×242
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
🇸🇪 Turks · Sweden
1047
+15
🇺🇦 Persians · Ukraine
1038
+16
🇨🇳 Koreans · China
994
+18
🇨🇳 Koreans · China
994
+18
🇨🇳 Hindustanis · China
1107
-20
🇨🇳 Koreans · China
1067
-18
🇨🇳 Franks · China
1007
-15
🇨🇳 Italians · China
954
-13
Player eAPM Actions Feudal Castle Imperial Opening
77 295 — — —
67 257 — — —
43 165 — — —
42 163 — — —
36 137 — — —
28 109 — — —
22 85 — — —
13 49 — — —

Resources

Player Food Wood Gold Stone Spent Collected
650 125 0 0 775 702
650 100 0 0 750 824
400 300 0 0 700 569
450 125 50 0 625 513
450 50 50 0 550 340
450 0 0 0 450 417
250 100 50 0 400 274
200 139 0 0 339 85
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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