AoeStats
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MegaRandom

511354622Analyzed
3v3 RM · 9d ago on Oct 4, 2026· 26m 45s· 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
🇹🇷 Slavs · Türkiye
1044
+13
🇺🇸 Mongols · United States
1031
+14
🇺🇸 Britons · United States
1027
+14
vs
🇩🇪 Britons · Germany
981
-14
🇩🇪 Persians · Germany
980
-14
🇩🇪 Ethiopians · Germany
976
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 927 15:01 — — ⚔ Scout Rush
31 834 14:10 — — ⚔ M@A FC
26 696 16:02 22:44 — ⚔ FC into Archers
21 562 16:39 — —
17 459 14:49 — — ⛏ Fast Castle
12 317 14:23 — — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
4,745 3,540 935 200 9,420 9,438
4,515 2,983 450 100 8,048 10,628
5,710 1,825 350 100 7,985 10,869
4,150 2,675 50 100 6,975 7,460
4,185 1,740 250 100 6,275 8,928
3,265 2,575 150 100 6,090 7,474
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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