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MegaRandom

506734735Analyzed
2v2 RM · 17d ago on Sep 14, 2026· 23m 5s· 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
🇭🇰 Mongols · Hong Kong SAR China
1387
+15
🇪🇨 Vietnamese · Ecuador
1353
+15
🇺🇸 Italians · United States
1357
-15
🇺🇸 Khitans · United States
1356
-15
Player eAPM Actions Feudal Castle Imperial Opening
71 1,642 10:20 15:17 — ⛏ Fast Castle
48 1,110 8:53 20:44 — ⚔ Archers into Skirms into Scouts
35 800 8:34 21:37 — ⚔ Scout Rush
28 641 9:31 21:40 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,595 3,632 630 100 9,957 10,444
4,700 3,396 1,005 250 9,351 9,490
4,900 3,265 970 100 9,235 9,111
2,850 2,558 1,605 775 7,788 7,708
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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