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MegaRandom

510793737Analyzed
3v3 RM · 16h ago on Oct 2, 2026· 57m 26s· 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
🇭🇰 Persians · Hong Kong SAR China
904
+15
🇨🇳 Franks · China
873
+16
🇨🇳 Franks · China
873
+16
🇨🇿 Japanese · Czechia
887
-16
🇨🇿 Goths · Czechia
874
-16
🇨🇿 Turks · Czechia
868
-15
Player eAPM Actions Feudal Castle Imperial Opening
26 1,491 11:25 17:21 32:16 ⛏ Fast Castle
17 971 11:26 17:00 28:56 ⛏ Fast Castle
15 850 14:19 23:50 36:25
14 827 13:36 21:05 39:25 ⛏ Fast Castle
12 672 12:18 18:55 27:19 ◆ FC into Fast Imp
11 635 12:44 20:26 34:18 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
34,840 30,090 16,785 5,100 86,815 97,392
34,530 20,530 10,050 1,055 66,165 66,935
28,025 10,795 13,700 2,350 54,870 66,263
24,090 12,080 11,610 2,450 50,230 72,420
22,110 14,530 8,390 1,150 46,180 57,126
17,380 13,580 6,395 5,505 42,860 66,615
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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