AoeStats
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503974861Analyzed
4v4 RM · 1mo ago on Sep 3, 2026· 15m 59s· 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
🇻🇳 Slavs · Vietnam
1294
+15
🇨🇳 Armenians · China
1219
+19
🇨🇳 Wei · China
1210
+19
1204
+19
🇹🇼 Jurchens · Taiwan
1312
-19
🇮🇩 Huns · Indonesia
1290
-19
🇹🇼 Poles · Taiwan
1268
-18
🇹🇼 Italians · Taiwan
1226
-16
Player eAPM Actions Feudal Castle Imperial Opening
59 940 8:55 — — ⚔ Scout Rush
44 710 10:05 — — ⚔ Scout Rush
44 711 10:00 — —
43 680 10:53 — —
41 662 10:26 — —
41 651 11:09 — —
28 452 10:15 — — ⚔ Archer Rush
26 413 11:45 — — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,995 2,140 150 0 6,285 6,357
2,600 2,178 575 250 5,603 5,957
2,945 1,655 435 0 5,035 5,343
2,990 1,655 100 0 4,745 6,295
2,125 1,860 410 30 4,425 5,300
1,750 1,552 50 125 3,477 4,289
1,500 1,019 50 0 2,569 3,597
1,600 441 50 150 2,241 2,722
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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