AoeStats
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MegaRandom

503898833Analyzed
4v4 RM · 1mo ago on Sep 2, 2026· 17m 15s· 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
🇦🇷 Franks · Argentina
952
+14
🇩🇪 Malians · Germany
923
+15
🇨🇱 Mongols · Chile
910
+16
🇦🇷 Khmer · Argentina
895
+17
🇺🇸 Turks · United States
970
-18
🇩🇪 Hindustanis · Germany
955
-18
🇺🇸 Portuguese · United States
852
-13
🇯🇵 Britons · Japan
848
-13
Player eAPM Actions Feudal Castle Imperial Opening
29 494 10:52 — —
29 503 10:00 — —
19 326 10:24 — — ⚔ Scout Rush
16 274 11:02 — —
15 264 10:41 — — ⚔ Scout Rush
14 243 13:50 — —
13 230 10:46 — —
10 173 11:14 15:44 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,250 2,145 270 0 5,665 6,169
3,770 1,510 250 125 5,655 5,770
2,925 1,880 200 200 5,205 5,781
2,670 1,560 50 0 4,280 4,984
2,575 1,150 50 0 3,775 4,417
2,175 1,403 0 55 3,633 4,823
1,925 875 50 0 2,850 4,053
1,750 675 50 0 2,475 3,376
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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