AoeStats
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Highland

505180569Analyzed
4v4 RM · 25d ago on Sep 8, 2026· 25m 38s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
47 1,194 8:39 18:31 — ⛏ Galleys into Fish Boom FC
37 950 10:58 16:03 — ⛏ Fast Castle
35 891 11:18 15:37 — ⛏ Fast Castle
32 813 10:41 15:27 — ⛏ Fast Castle
28 714 11:35 15:44 — ⛏ Fast Castle
22 574 11:54 20:19 — ⛏ Fast Castle
21 530 12:06 17:47 — ⛏ Fast Castle
17 433 11:34 18:31 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,690 4,546 540 745 13,521 14,218
5,100 6,443 1,480 150 13,173 14,867
5,850 3,520 1,180 950 11,500 12,602
4,250 4,208 2,050 785 11,293 12,052
5,615 2,476 1,370 1,300 10,761 10,924
5,595 3,821 785 100 10,301 11,861
3,810 3,141 980 750 8,681 9,231
3,175 3,171 500 440 7,286 7,873
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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