AoeStats
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MegaRandom

511635548Analyzed
3v3 RM · 14d ago on Oct 5, 2026· 65m 13s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇺🇸 Huns · United States
829
+4
🇦🇷 Japanese · Argentina
655
+9
🇦🇷 Sicilians · Argentina
647
+10
vs
🇺🇸 Spanish · United States
760
-16
🇺🇸 Saxons · United States
411
-4
🇨🇴 Vikings · Colombia
260
-3
Player eAPM Actions Feudal Castle Imperial Opening
43 2,790 10:53 34:42 46:51 ⚔ Towers FC
36 2,324 10:14 18:36 37:39 ⛏ Fast Castle
22 1,460 12:32 21:23 45:02
20 1,304 15:36 32:50 43:48 ⚔ Drush into Towers
16 1,017 14:40 50:20 — ⚔ Archer Rush
4 287 13:40 25:47 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,845 22,513 14,580 2,440 64,378 66,908
25,585 21,170 13,300 4,300 64,355 80,374
23,305 9,930 13,470 4,030 50,735 64,827
19,870 13,945 9,560 3,235 46,610 68,392
8,390 8,360 1,310 1,450 19,510 21,844
2,825 2,502 625 70 6,022 9,326
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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