AoeStats
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MegaRandom

507342357Analyzed
4v4 RM · 14d ago on Sep 17, 2026· 17m 54s· 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 · Morocco
1442
+11
🇺🇸 Mongols · United States
1377
+14
🇿🇦 Magyars · South Africa
1342
+15
🇺🇸 Tupi · United States
1155
+22
🇪🇸 Cumans · Spain
1403
-19
🇸🇪 Aztecs · Sweden
1335
-16
🇫🇷 Saracens · France
1308
-15
🇸🇮 Jurchens · Slovenia
1236
-12
Player eAPM Actions Feudal Castle Imperial Opening
57 1,026 10:27 14:24 — ⛏ Fast Castle
40 719 9:40 — — ⚔ Scout Rush
34 601 9:52 — —
28 503 9:27 — — ⚔ Archer Rush
26 464 14:15 17:27 — ⛏ Fast Castle
10 186 — — —
7 126 — — —
0 2 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,830 2,879 50 0 5,759 7,069
3,200 1,313 400 650 5,563 6,151
2,660 1,791 50 600 5,101 5,463
2,050 1,910 820 0 4,780 5,802
2,500 575 250 650 3,975 5,101
750 100 0 0 850 921
400 125 0 0 525 508
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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