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MegaRandom

509528196Analyzed
4v4 RM · 5d ago on Sep 27, 2026· 18m 26s· 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
🇧🇴 Hindustanis · Bolivia
1567
+11
🇲🇽 Varangians · Mexico
1525
+13
🇨🇴 Tupi · Colombia
1463
+15
🇲🇽 Portuguese · Mexico
1453
+16
🇹🇼 Varangians · Taiwan
1535
-17
🇺🇸 Khmer · United States
1450
-14
🇨🇳 Ethiopians · China
1414
-12
🇺🇸 Armenians · United States
1403
-12
Player eAPM Actions Feudal Castle Imperial Opening
58 1,065 9:48 — — ⚔ Drush into Scouts
53 970 10:03 — — ⚔ Fish Boom into Scouts
53 969 9:13 — — ⚔ Scout Rush
51 935 9:56 — — ⚔ M@A Rush
50 930 9:50 — — ⚔ Archer Rush
43 795 9:57 — — ⚔ Archer Rush
40 741 12:04 18:02 — ⚔ Fish Boom into Scouts
35 642 11:37 — — ⚔ Fish Boom into Archers

Resources

Player Food Wood Gold Stone Spent Collected
5,900 2,644 1,090 0 9,634 9,674
4,915 2,600 100 30 7,645 8,207
3,745 3,415 250 0 7,410 8,317
3,115 3,815 295 0 7,225 8,172
3,000 2,775 820 0 6,595 7,488
2,650 2,628 1,180 0 6,458 7,410
3,605 2,420 50 0 6,075 6,588
3,765 1,560 395 0 5,720 5,959
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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