AoeStats
← Tapwater2000

MegaRandom

504358447Analyzed
4v4 RM · 27d ago on Sep 5, 2026· 38m 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
🇳🇱 Italians · Netherlands
1655
+8
🇨🇴 Lithuanians · Colombia
1603
+10
🇸🇪 Maya · Sweden
1590
+10
🇺🇸 Wu · United States
1588
+10
🇺🇸 Spanish · United States
1478
-10
🇺🇸 Gurjaras · United States
1478
-10
🇺🇸 Bengalis · United States
1458
-9
🇺🇾 Franks · Uruguay
1444
-9
Player eAPM Actions Feudal Castle Imperial Opening
84 3,239 9:26 19:07 33:34 ⚔ Scout Rush
64 2,486 10:43 14:26 32:20 ⛏ Fish Boom FC
44 1,709 9:59 14:22 36:57 ⛏ Fast Castle
41 1,591 10:48 14:56 33:03 ⛏ Fish Boom FC
41 1,593 9:32 16:14 — ◆ Fire Galleys FC
36 1,397 10:35 14:34 32:51 ⛏ Fish Boom FC
32 1,232 10:01 14:42 31:18 ⛏ Fish Boom into Galleys FC
27 1,037 9:39 15:16 38:34 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,840 16,705 10,410 2,150 41,105 44,868
15,480 14,110 7,895 1,500 38,985 41,368
17,970 10,248 7,895 1,740 37,853 40,585
12,700 13,412 7,460 2,050 35,622 38,547
13,945 9,851 9,775 200 33,771 34,667
14,595 10,064 4,265 1,095 30,019 34,811
11,480 12,227 3,600 1,505 28,812 33,523
9,150 10,558 7,030 640 27,378 32,377
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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