AoeStats
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MegaRandom

507932941Analyzed
4v4 RM · 12d ago on Sep 20, 2026· 17m 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
🇹🇼 Maya · Taiwan
1519
+8
🇹🇼 Malians · Taiwan
1273
+18
🇹🇼 Persians · Taiwan
1260
+18
🇹🇼 Wei · Taiwan
1068
+26
🇬🇧 Teutons · United Kingdom
1335
-18
🇨🇳 Lithuanians · China
1322
-18
🇹🇷 Vietnamese · Türkiye
1302
-17
🇪🇸 Persians · Spain
1292
-17
Player eAPM Actions Feudal Castle Imperial Opening
53 911 10:06 — — ⚔ Archer Rush
51 878 9:13 — — ⚔ Scout Rush
49 843 12:29 — — ⚔ Skirmisher Rush
44 764 9:33 — — ⚔ Archer Rush
41 698 10:28 16:49 — ⛏ Fast Castle
32 548 9:40 — — ⚔ Scout Rush
27 465 10:37 — — ⚔ Scout Rush
19 322 10:48 — — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
3,525 2,570 150 0 6,245 7,214
2,635 2,278 1,040 0 5,953 6,022
3,255 2,422 50 0 5,727 5,589
2,475 2,540 595 0 5,610 6,028
2,700 1,686 250 0 4,636 5,344
2,985 1,415 50 0 4,450 4,457
2,200 1,910 140 0 4,250 4,649
1,920 781 110 125 2,936 3,286
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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