AoeStats
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MegaRandom

508525928Analyzed
4v4 RM · 8d ago on Sep 22, 2026· 59m 30s· 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
🇬🇧 Random · United Kingdom
951
+13
🇬🇧 Random · United Kingdom
853
+38
🇬🇧 Random · United Kingdom
833
+18
🇬🇧 Random · United Kingdom
799
+19
🇺🇸 Portuguese · United States
1000
-70
🇪🇸 Hindustanis · Spain
889
-17
🇪🇸 Random · Spain
849
-16
🇦🇷 Magyars · Argentina
776
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 2,102 7:39 15:26 21:29 ⛏ Fish Boom into Fire Galleys FC into Fast Imp
23 1,387 7:47 17:40 32:10 ⛏ Fish Boom into Fire Galleys FC
22 1,296 11:53 19:21 36:41 ⛏ Fast Castle
20 1,174 8:33 14:55 29:52 ⛏ Fish Boom FC
19 1,154 7:56 18:16 23:58 ⛏ Fish Boom into Fire Galleys FC into Fast Imp
17 1,022 11:48 15:53 29:42 ⚔ Drush FC
10 567 10:05 15:24 34:57 ⛏ Fast Castle
5 294 9:09 20:34 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,540 32,545 46,650 4,300 112,035 131,151
26,785 21,425 24,965 2,250 75,425 90,589
16,380 21,480 8,560 3,750 50,170 62,484
14,020 21,645 8,215 1,500 45,380 90,993
18,615 17,468 6,565 2,325 44,973 55,241
14,620 19,078 6,835 1,605 42,138 70,884
15,280 9,794 7,135 3,005 35,214 44,955
7,015 5,770 7,335 1,375 21,495 25,482
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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