AoeStats
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MegaRandom

509607806Analyzed
3v3 RM · 5d ago on Sep 27, 2026· 59m 10s· 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
🇰🇷 Malians · South Korea
1091
+14
🇨🇳 Franks · China
1084
+14
🇦🇷 Mongols · Argentina
1061
+15
🇷🇺 Saxons · Russia
1055
-14
🇹🇷 Koreans · Türkiye
1047
-15
🇩🇪 Romans · Germany
1033
-14
Player eAPM Actions Feudal Castle Imperial Opening
59 3,518 9:07 21:01 33:10 ⚔ Scout Rush
55 3,244 9:59 20:08 37:45 ⚔ Scout Rush
28 1,659 11:11 15:57 35:06 ⛏ Fast Castle
24 1,395 11:28 19:10 31:29 ⛏ Fast Castle
24 1,449 9:33 21:26 34:53 ⚔ Scout Rush
16 926 12:17 37:56 58:56

Resources

Player Food Wood Gold Stone Spent Collected
34,030 21,632 26,685 5,575 87,922 103,533
34,300 25,387 14,820 2,615 77,122 92,335
28,460 28,428 13,735 3,650 74,273 98,407
26,170 31,124 13,450 2,050 72,794 79,554
27,210 16,643 17,040 2,400 63,293 96,381
18,020 15,446 2,510 200 36,176 42,026
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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