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MegaRandom

510321099Analyzed
3v3 RM · 3d ago on Sep 30, 2026· 39m 55s· 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
🇦🇺 Berbers · Australia
1324
+8
🇻🇳 Chinese · Vietnam
1187
+13
🇦🇷 Bulgarians · Argentina
1144
+16
🇳🇱 Franks · Netherlands
1174
-14
🇺🇸 Japanese · United States
1117
-12
🇫🇷 Cumans · France
1109
-11
Player eAPM Actions Feudal Castle Imperial Opening
41 1,638 9:42 25:25 — ⚔ Archers into Skirms
37 1,463 12:16 34:42 — ⚔ Drush into Archers
26 1,026 11:46 16:23 — ⛏ Fast Castle
26 1,054 9:41 21:52 — ⚔ Scout Rush
24 953 12:04 17:06 — ⛏ Fast Castle
22 870 9:45 36:15 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
15,415 7,867 8,095 100 31,477 36,664
10,650 10,160 4,325 1,075 26,210 31,205
9,135 6,053 3,490 750 19,428 21,211
8,680 4,953 2,925 1,600 18,158 19,578
7,545 6,900 1,250 825 16,520 17,120
5,310 3,938 1,315 200 10,763 10,812
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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