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MegaRandom

510145442Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 41m 48s· 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
🇨🇳 Danes · China
1135
+17
🇳🇱 Gurjaras · Netherlands
1053
+20
🇳🇱 Varangians · Netherlands
1052
+20
1189
-21
🇵🇹 Japanese · Portugal
1138
-19
🇫🇷 Britons · France
1098
-17
Player eAPM Actions Feudal Castle Imperial Opening
37 1,536 10:27 24:24 36:17 ⚔ Scout Rush
33 1,372 11:02 14:59 37:48 ⛏ Fast Castle
32 1,343 11:01 22:23 — ⚔ Archer Rush
32 1,339 14:02 20:32 40:11 ⛏ Fish Boom FC
29 1,215 12:01 17:25 32:38 ⛏ Fast Castle
16 678 13:23 18:02 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,720 16,756 4,545 800 38,821 45,522
15,505 9,800 5,990 2,150 33,445 40,431
13,665 7,690 5,220 1,510 28,085 29,807
13,455 7,730 4,060 750 25,995 30,849
9,375 10,743 4,640 575 25,333 30,711
13,275 6,150 2,120 2,590 24,135 29,475
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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