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MegaRandom

510483416Analyzed
3v3 RM · 1d ago on Oct 1, 2026· 64m 1s· 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
🇳🇿 Chinese · New Zealand
897
+8
🇳🇿 Vietnamese · New Zealand
767
+13
🇳🇿 Armenians · New Zealand
748
+14
🇪🇸 Teutons · Spain
816
-16
🇧🇷 Italians · Brazil
711
-26
🇫🇷 Bohemians · France
584
-12
Player eAPM Actions Feudal Castle Imperial Opening
31 2,006 12:08 27:05 38:28
27 1,738 13:45 26:17 41:15
24 1,566 10:38 19:31 31:10
23 1,463 11:49 22:36 33:56 ⚔ Scout Rush
21 1,357 12:34 21:05 33:34 ⛏ Fast Castle
20 1,274 13:24 19:56 35:53 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,110 28,745 25,455 7,475 82,785 104,850
34,715 16,394 27,865 1,700 80,674 90,400
25,420 32,456 12,380 2,385 72,641 93,698
20,020 23,605 16,200 2,800 62,625 74,859
19,910 23,365 11,655 3,550 58,480 68,014
17,590 16,295 12,670 2,900 49,455 56,919
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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