AoeStats
← Malik Bhai

MegaRandom

503871936Analyzed
4v4 RM · 29d ago on Sep 2, 2026· 49m 49s· 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
🇵🇰 Britons · Pakistan
1685
+12
🇵🇰 Bohemians · Pakistan
1589
+16
🇵🇰 Khitans · Pakistan
1576
+17
🇷🇺 Persians · Russia
1493
+21
🇫🇮 Vikings · Finland
1653
-19
🇵🇱 Koreans · Poland
1618
-18
🇹🇷 Britons · Türkiye
1592
-16
🇨🇱 Persians · Chile
1518
-13
Player eAPM Actions Feudal Castle Imperial Opening
81 4,027 11:29 20:55 39:26 ⚔ Archer Rush
47 2,366 11:08 18:45 43:48 ⛏ Fish Boom into Galleys FC
43 2,154 10:38 24:31 — ⚔ Fish Boom into Fire Galleys into Archers
42 2,090 12:06 24:05 40:55 ⚔ Scout Rush
42 2,109 9:30 24:40 43:10 ⚔ M@A into Archers
40 1,990 10:09 24:51 40:56 ⚔ Scout Rush
40 1,986 9:49 22:51 — ⛏ Fish Boom FC
33 1,661 10:30 25:26 34:18 ⚔ Fish Boom into Towers into Archers into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
33,010 17,885 16,945 2,150 69,990 71,704
26,160 13,045 21,025 1,060 61,290 62,868
20,275 13,899 13,030 2,150 49,354 53,929
11,725 17,327 12,070 4,130 45,252 49,328
9,300 20,790 9,845 4,255 44,190 48,283
16,550 10,149 13,105 2,450 42,254 43,025
14,835 13,747 10,835 1,745 41,162 45,361
6,820 5,064 2,425 3,650 17,959 20,198
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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