AoeStats
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MegaRandom

504328946Analyzed
4v4 RM · 27d ago on Sep 4, 2026· 57m 11s· 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
🇮🇹 Mongols · Italy
1315
+13
🇺🇸 Wu · United States
1264
+15
🇺🇸 Gurjaras · United States
1235
+16
🇧🇷 Chinese · Brazil
1210
+17
🇳🇿 Mongols · New Zealand
1261
-16
🇳🇿 Malay · New Zealand
1242
-15
🇬🇧 Sicilians · United Kingdom
1238
-15
🇬🇧 Japanese · United Kingdom
1231
-15
Player eAPM Actions Feudal Castle Imperial Opening
57 3,288 9:21 21:00 33:24 ⚔ Fish Boom into M@A into Archers
41 2,322 11:25 15:40 31:29 ⛏ Fish Boom FC
30 1,724 9:44 17:29 33:50 ⚔ Fish Boom into Galleys FC into Archers
30 1,738 8:36 21:37 45:04 ⚔ Scouts into Fish Boom
29 1,645 9:21 27:26 45:20 ⚔ Towers FC
25 1,415 11:31 15:45 33:20 ⛏ Fish Boom FC
23 1,295 10:56 17:00 44:52 ⛏ Fast Castle
20 1,144 11:41 19:31 42:42 ⚔ Fish Boom FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
27,445 32,070 22,250 5,590 87,355 88,314
23,920 23,690 14,980 200 62,790 71,933
17,870 26,055 14,355 1,000 59,280 100,057
17,670 22,240 12,300 3,125 55,335 70,243
16,195 19,351 8,765 2,920 47,231 52,783
16,795 19,116 5,915 3,790 45,616 49,654
16,500 12,162 4,520 8,055 41,237 44,619
16,205 14,543 5,710 1,700 38,158 47,996
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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