AoeStats
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MegaRandom

510272211Analyzed
4v4 RM · 7h ago on Sep 30, 2026· 15m 23s· 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
🇦🇿 Mongols · Azerbaijan
1263
+7
🇨🇳 Koreans · China
1238
+7
🇭🇰 Maya · Hong Kong SAR China
1178
+9
🇨🇳 Franks · China
1028
+15
🇨🇳 Vietnamese · China
1057
-11
🇺🇸 Teutons · United States
1037
-10
🇭🇰 Goths · Hong Kong SAR China
1032
-10
🇦🇹 Byzantines · Austria
944
-7
Player eAPM Actions Feudal Castle Imperial Opening
51 785 12:34 — — ⛏ Fast Castle
37 574 10:54 — — ⚔ Scout Rush
35 546 13:41 — — ⛏ Fish Boom
26 398 11:32 — — ⚔ Archer Rush
25 391 14:47 — —
23 347 13:45 — —
23 353 12:04 — —
19 295 11:43 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,140 1,668 150 0 4,958 5,208
2,800 1,595 200 0 4,595 5,067
2,100 1,522 50 0 3,672 4,964
2,450 1,120 70 0 3,640 4,910
1,750 1,625 50 0 3,425 4,816
1,700 1,225 415 0 3,340 4,502
2,150 1,035 50 0 3,235 4,566
1,800 945 0 0 2,745 3,668
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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