AoeStats
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MegaRandom

509189430Analyzed
4v4 RM · 6d ago on Sep 25, 2026· 81m 35s· 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
🇩🇪 Varangians · Germany
1057
+16
🇧🇷 Britons · Brazil
976
+19
🇺🇸 Shu · United States
956
+20
932
+22
🇳🇱 Teutons · Netherlands
1074
-20
🇳🇱 Persians · Netherlands
1045
-19
🇳🇱 Byzantines · Netherlands
1044
-19
🇳🇱 Spanish · Netherlands
1042
-19
Player eAPM Actions Feudal Castle Imperial Opening
65 5,334 11:29 23:16 42:23 ⚔ Fish Boom into Skirms
26 2,093 11:25 24:07 39:42 ⚔ Archers into Fish Boom
26 2,150 11:11 19:34 37:56 ⚔ Skirmisher Rush
23 1,873 13:53 24:41 33:35 ⛏ Fish Boom into Fire Galleys FC into Fast Imp
18 1,448 14:34 24:43 37:09 ⚔ Fish Boom into Archers
15 1,243 11:21 17:56 38:34 ⛏ Fish Boom FC
15 1,197 12:02 20:45 35:35 ⛏ Fish Boom FC into Fire Galleys
13 1,022 11:55 17:37 31:27 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,580 41,155 29,780 4,550 97,065 108,148
23,680 34,856 25,605 3,700 87,841 102,877
20,870 37,360 21,095 3,850 83,175 96,843
13,825 27,330 18,540 6,400 66,095 76,930
29,895 14,725 14,730 6,350 65,700 79,665
25,740 19,675 15,225 4,900 65,540 80,343
17,390 18,195 7,555 2,775 45,915 51,277
18,100 12,515 8,795 2,250 41,660 44,697
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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