AoeStats
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MegaRandom

508409165Analyzed
4v4 RM · 9d ago on Sep 22, 2026· 60m 11s· 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 · Taiwan
1562
+8
🇭🇰 Georgians · Hong Kong SAR China
1492
+10
🇭🇰 Italians · Hong Kong SAR China
1433
+12
🇨🇳 Magyars · China
1339
+16
🇧🇩 Ethiopians · Bangladesh
1387
-13
🇹🇼 Persians · Taiwan
1365
-12
🇮🇹 Khmer · Italy
1349
-11
🇯🇵 Maya · Japan
1326
-10
Player eAPM Actions Feudal Castle Imperial Opening
70 4,203 9:29 20:47 40:11 ⚔ Archer Rush
60 3,589 10:56 14:46 49:12 ⛏ Fast Castle
46 2,741 10:24 24:45 42:30 ⚔ Fish Boom into Archers into Skirms
41 2,481 9:00 20:46 42:17 ⚔ Scout Rush
36 2,169 9:01 22:10 38:31 ⚔ Archer Rush
31 1,836 9:46 18:57 36:34 ⚔ Scout Rush
22 1,345 10:10 27:10 51:44 ⚔ Skirms into Archers
20 1,192 9:56 23:45 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
52,340 26,290 16,650 4,150 99,430 114,979
39,390 22,904 20,970 2,800 86,064 90,150
33,140 23,135 20,315 3,090 79,680 83,103
26,700 22,060 24,240 1,900 74,900 78,481
23,210 19,531 16,100 3,125 61,966 68,555
31,685 15,905 9,760 3,650 61,000 66,678
16,250 16,890 7,180 3,905 44,225 48,277
5,940 4,863 2,715 200 13,718 15,883
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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