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MegaRandom

506503846Analyzed
2v2 RM · 18d ago on Sep 13, 2026· 44m 1s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇭🇰 Wei · Hong Kong SAR China
1397
+12
🇺🇸 Tatars · United States
1356
+15
🇦🇷 Georgians · Argentina
1326
-14
🇦🇷 Mongols · Argentina
1301
-13
Player eAPM Actions Feudal Castle Imperial Opening
43 1,878 10:00 14:44 26:36 ⛏ Fast Castle
43 1,882 10:45 14:43 31:18 ⛏ Fast Castle
40 1,765 10:17 14:45 33:16 ⛏ Fast Castle
39 1,721 9:57 19:34 25:50 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,225 14,023 10,615 5,400 56,263 66,908
16,505 17,254 8,930 4,850 47,539 66,134
14,335 16,645 14,010 2,350 47,340 50,014
12,650 14,026 9,230 5,345 41,251 44,767
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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