AoeStats
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MegaRandom

510467067Analyzed
3v3 RM · 17h ago on Oct 1, 2026· 30m 40s· 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
🇦🇷 Persians · Argentina
789
+40
🇦🇷 Hindustanis · Argentina
789
+40
🇦🇷 Burmese · Argentina
789
+40
🇨🇳 Bulgarians · China
804
-16
🇨🇳 Goths · China
803
-17
🇨🇳 Khmer · China
767
-15
Player eAPM Actions Feudal Castle Imperial Opening
40 1,239 12:54 25:27 — ⚔ Archer Rush
38 1,158 12:19 21:48 — ⛏ Fast Castle
25 768 10:46 25:48 — ⚔ Fish Boom into Scouts
20 602 13:34 — — ⚔ Fish Boom into Archers
19 569 11:26 22:32 — ⚔ Scout Rush
16 487 12:19 20:41 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,880 6,699 2,240 100 16,919 17,829
6,120 5,560 1,310 450 13,440 15,445
7,040 3,825 1,280 650 12,795 15,007
3,710 4,935 1,305 125 10,075 12,692
5,170 2,990 510 225 8,895 9,617
5,100 3,275 250 200 8,825 11,125
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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