AoeStats
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MegaRandom

509736904Analyzed
4v4 RM · 5d ago on Sep 27, 2026· 15m 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
🇦🇷 Ethiopians · Argentina
1546
+24
🇺🇸 Mongols · United States
1517
+25
🇪🇸 Franks · Spain
1517
+25
🇺🇸 Vikings · United States
1510
+25
🇨🇳 Khmer · China
1807
-26
🇨🇳 Danes · China
1775
-25
🇺🇸 Varangians · United States
1728
-25
🇮🇳 Mapuche · India
1668
-23
Player eAPM Actions Feudal Castle Imperial Opening
61 933 8:36 — — ⚔ Scout Rush
56 847 9:28 — — ⚔ Scout Rush
55 837 9:31 — — ⚔ Archer Rush
46 702 9:36 — — ⚔ Archer Rush
45 679 8:52 — — ⚔ Scout Rush
44 674 8:42 — — ⚔ Archer Rush
42 634 9:38 — — ⚔ Archer Rush
35 539 8:58 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,250 2,073 1,135 0 5,458 5,239
3,025 2,183 150 0 5,358 5,057
3,180 1,535 50 0 4,765 5,323
2,000 1,849 865 0 4,714 4,860
2,135 1,869 680 0 4,684 4,770
2,450 1,437 680 0 4,567 4,877
2,950 1,565 50 0 4,565 4,814
2,705 1,484 150 0 4,339 4,823
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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