AoeStats
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MegaRandom

510070530Analyzed
4v4 RM · 3d ago on Sep 29, 2026· 14m 3s· 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 · China
1234
+15
🇨🇳 Mongols · China
1204
+16
🇹🇼 Koreans · Taiwan
1171
+18
🇮🇩 Mongols · Indonesia
1154
+18
🇷🇺 Inca · Russia
1246
-18
🇨🇳 Lithuanians · China
1238
-18
🇱🇻 Byzantines · Latvia
1199
-16
🇩🇪 Cumans · Germany
1160
-15
Player eAPM Actions Feudal Castle Imperial Opening
78 1,100 11:05 — —
53 742 8:30 — — ⚔ Scout Rush
52 728 9:00 — — ⚔ Scout Rush
26 365 12:24 — — ⛏ Fish Boom
23 326 10:25 — — ⛏ Fish Boom FC
23 322 11:58 — —
20 287 13:12 — — ⛏ Fish Boom
17 234 11:33 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,750 1,825 0 0 6,575 7,766
3,050 2,253 250 0 5,553 5,810
2,640 1,544 50 0 4,234 4,308
2,685 1,475 0 0 4,160 4,921
1,935 1,684 50 0 3,669 4,478
2,100 1,283 50 100 3,533 4,225
2,235 1,125 50 0 3,410 4,409
1,600 1,366 50 0 3,016 3,980
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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