AoeStats
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MegaRandom

508078926Analyzed
4v4 RM · 12d ago on Sep 20, 2026· 12m 50s· 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
🇺🇸 Khmer · United States
1237
+13
🇩🇪 Franks · Germany
1212
+14
🇺🇸 Romans · United States
1174
+15
🇷🇴 Persians · Romania
1157
+16
🇨🇱 Jurchens · Chile
1323
-21
🇨🇱 Wei · Chile
1151
-14
1147
-17
🇨🇱 Britons · Chile
1019
-9
Player eAPM Actions Feudal Castle Imperial Opening
55 712 10:32 — — ⚔ Scout Rush
35 446 11:14 — — ⛏ Fast Castle
35 452 9:22 — — ⚔ Scout Rush
31 402 11:03 — —
30 381 9:18 — —
20 251 10:15 — — ⚔ Scout Rush
18 231 11:00 — —
17 220 11:36 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,750 1,000 250 0 4,000 4,965
2,725 1,015 0 125 3,865 3,915
2,295 1,345 50 0 3,690 3,947
2,470 730 50 0 3,250 3,386
2,050 925 190 0 3,165 3,564
2,170 925 50 0 3,145 3,547
1,700 1,077 0 0 2,777 3,519
1,600 895 0 0 2,495 3,272
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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