AoeStats
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MegaRandom

509231801Analyzed
3v3 RM · 5d ago on Sep 26, 2026· 30m 42s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇺🇸 Ethiopians · United States
1331
+16
🇺🇸 Saracens · United States
1291
+18
🇺🇸 Vikings · United States
1290
+17
🇺🇸 Turks · United States
1350
-18
🇧🇷 Chinese · Brazil
1321
-17
🇬🇧 Malay · United Kingdom
1311
-16
Player eAPM Actions Feudal Castle Imperial Opening
42 1,301 11:55 28:39 — ⚔ Archer Rush
39 1,183 24:15 — — ⚔ Drush into Skirms
33 1,015 12:03 — — ⚔ Skirmisher Rush
33 1,005 14:10 23:48 — ⚔ Towers into Scouts
31 942 11:52 24:00 — ⚔ Archer Rush
30 921 11:58 25:31 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,300 5,280 3,035 100 13,715 13,386
4,600 4,245 1,895 325 11,065 12,023
4,120 4,645 955 350 10,070 10,110
4,670 4,368 750 205 9,993 10,158
4,280 3,449 1,245 200 9,174 11,773
3,625 4,435 240 220 8,520 8,412
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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