AoeStats
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MegaRandom

507151991Analyzed
4v4 RM · 16d ago on Sep 16, 2026· 14m 53s· 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 · Germany
826
+14
🇮🇹 Huns · Italy
794
+15
🇩🇪 Portuguese · Germany
780
+15
🇮🇹 Persians · Italy
700
+18
🇺🇸 Portuguese · United States
805
-17
🇬🇧 Dravidians · United Kingdom
776
-35
🇨🇱 Khmer · Chile
754
-15
🇨🇱 Aztecs · Chile
733
-14
Player eAPM Actions Feudal Castle Imperial Opening
22 323 11:12 — — ⚔ Scout Rush
19 282 13:22 — —
15 224 — — —
10 147 — — —
9 129 — — — ⚔ Drush
8 114 — — — ⚔ Drush
7 102 — — —
0 2 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,110 1,145 50 0 3,305 3,291
2,025 1,105 0 0 3,130 3,745
1,750 1,195 140 0 3,085 3,639
1,250 200 50 0 1,500 1,675
950 400 40 0 1,390 1,746
400 275 0 100 775 568
300 0 0 0 300 430
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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