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MegaRandom

503798422Analyzed
2v2 RM · 8d ago on Sep 2, 2026· 42m 51s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇩🇪 Persians · Germany
1235
+17
🇩🇪 Italians · Germany
1227
+18
🇬🇧 Portuguese · United Kingdom
1264
-18
🇬🇧 Turks · United Kingdom
1258
-17
Player eAPM Actions Feudal Castle Imperial Opening
67 2,864 13:43 23:40 ⚔ Fish Boom into Scouts
40 1,705 14:26 25:35 40:48 ⚔ Archer Rush
38 1,620 14:12 20:38 39:06 ⚔ Fish Boom into Scouts
22 953 12:53 24:24 ⚔ Fish Boom into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
10,255 10,677 4,640 1,665 27,237 30,028
8,715 9,225 4,575 1,050 23,565 23,336
9,090 6,595 2,880 2,150 20,715 23,457
8,245 5,486 1,980 1,580 17,291 17,627
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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