AoeStats
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Team Islands

519893227Analyzed
4v4 RM · 7d ago on Nov 9, 2026· 59m 53s· 8 players
Game mode
Random Map
Map size
242×242
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
🇹🇷 Dravidians · Türkiye
1174
+12
🇪🇸 Mongols · Spain
1134
+14
🇪🇸 Varangians · Spain
1122
+14
🇬🇧 Japanese · United Kingdom
1110
+14
vs
🇬🇧 Saracens · United Kingdom
1194
-17
🇦🇺 Vikings · Australia
1070
-13
🇦🇺 Varangians · Australia
1040
-21
🇮🇳 Malay · India
1032
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 2,351 12:01 21:09 35:13 ⛏ Fish Boom into Fire Galleys FC into Galleys
39 2,361 10:49 15:52 35:37 ⛏ Fast Castle
35 2,070 11:00 14:57 38:37 ⛏ Fast Castle
33 1,990 13:27 17:45 43:33 ⛏ Fish Boom FC into Galleys
24 1,438 12:34 17:37 33:31 ⛏ Fish Boom FC into Galleys
23 1,401 10:28 20:44 30:18 ⚔ Fish Boom FC into Archers
23 1,370 12:20 16:33 39:39 ⛏ Fish Boom FC
17 1,011 10:25 18:14 37:50 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
35,780 38,985 12,645 2,910 90,320 104,990
25,945 28,720 16,060 3,445 74,170 80,483
15,535 34,539 15,225 2,250 67,549 77,852
14,475 28,705 18,495 4,100 65,775 80,089
29,115 23,220 9,765 2,925 65,025 67,907
16,470 22,848 19,230 2,150 60,698 67,844
18,605 17,208 5,455 6,230 47,498 86,799
7,325 17,888 6,090 4,750 36,053 42,028
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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