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MegaRandom

507186831Analyzed
4v4 RM · 16d ago on Sep 17, 2026· 33m 57s· 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
🇦🇷 Persians · Argentina
1320
+14
🇧🇷 Khmer · Brazil
1316
+15
🇦🇷 Franks · Argentina
1308
+15
🇦🇷 Inca · Argentina
1254
+17
🇯🇵 Saracens · Japan
1338
-18
🇩🇪 Burgundians · Germany
1285
-15
🇨🇳 Huns · China
1214
-12
Player eAPM Actions Feudal Castle Imperial Opening
44 1,488 9:46 24:35 — ⚔ Scout Rush
35 1,176 9:37 21:45 — ⚔ Scout Rush
31 1,057 10:26 15:52 —
30 1,006 9:43 21:48 — ⚔ Scout Rush
29 989 8:51 23:39 — ⚔ Scout Rush
27 902 9:38 23:49 — ⚔ Scout Rush
26 874 10:43 23:17 — ⚔ Scout Rush
22 755 11:33 17:48 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,725 5,222 6,125 210 23,282 23,373
10,590 6,431 3,150 500 20,671 22,124
10,940 4,599 2,175 850 18,564 20,557
10,970 4,247 1,790 100 17,107 18,142
8,635 5,754 2,350 200 16,939 18,882
7,560 3,992 1,695 2,850 16,097 18,039
8,525 3,958 2,660 205 15,348 16,235
6,980 4,912 1,750 1,600 15,242 17,165
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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