AoeStats
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MegaRandom

510389817Analyzed
4v4 RM · 23h ago on Sep 30, 2026· 0m 57s· 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
🇺🇸 Vietnamese · United States
1116
+16
🇩🇪 Tatars · Germany
1100
+16
🇺🇸 Jurchens · United States
1093
+17
🇺🇸 Khmer · United States
1061
+18
🇦🇷 Mongols · Argentina
1137
-19
🇯🇵 Sicilians · Japan
1120
-17
🇳🇿 Koreans · New Zealand
1118
-17
🇧🇷 Franks · Brazil
1052
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 46 — — —
39 38 — — —
23 22 — — —
20 19 — — —
20 19 — — —
18 17 — — —
11 11 — — —
9 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 50 0 0 300 50
200 0 50 0 250 50
250 0 0 0 250 50
0 50 0 0 50 0
0 25 0 0 25 0
0 0 0 0 0 0
0 0 0 0 0 0
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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