AoeStats
← ElNegro2284

Yucatan

511168772Analyzed
3v3 RM · 16d ago on Oct 4, 2026· 35m 18s· 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
🇨🇱 Vietnamese · Chile
787
+16
🇨🇱 Byzantines · Chile
752
+15
🇨🇱 Franks · Chile
744
+15
vs
🇺🇸 Italians · United States
806
-18
🇦🇷 Vietnamese · Argentina
698
-13
🇦🇺 Mongols · Australia
666
-12
Player eAPM Actions Feudal Castle Imperial Opening
23 803 10:59 18:01 — ⚔ Skirmisher Rush
20 703 10:51 17:46 28:01 ⛏ Fast Castle
19 659 13:07 20:45 — ⛏ Fast Castle
14 501 12:48 19:15 — ⛏ Fast Castle
13 471 12:13 27:37 — ⚔ Scout Rush
7 233 11:02 25:49 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,030 7,826 4,210 750 19,816 22,541
10,635 7,360 425 1,135 19,555 23,090
7,785 7,155 2,450 1,230 18,620 21,665
7,120 5,145 2,480 100 14,845 17,120
7,275 2,720 970 0 10,965 14,295
4,500 2,115 840 650 8,105 11,835
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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