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MegaRandom

510758213Analyzed
3v3 RM · 17h ago on Oct 2, 2026· 80m 9s· 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
🇫🇷 Vietnamese · France
1297
+11
🇫🇷 Wei · France
1228
+14
🇫🇷 Byzantines · France
936
+26
🇲🇽 Mongols · Mexico
1218
-18
🇭🇰 Japanese · Hong Kong SAR China
1174
-17
🇯🇵 Sicilians · Japan
1151
-16
Player eAPM Actions Feudal Castle Imperial Opening
50 3,981 9:28 20:01 35:55 ⚔ Scout Rush
49 3,935 10:54 15:43 33:03 ⛏ Fast Castle
43 3,476 11:06 24:31 39:17 ⚔ Fish Boom into Skirms
37 2,935 11:13 18:20 38:50 ⛏ Fast Castle
33 2,660 10:11 22:46 36:45 ⛏ Fast Castle
18 1,442 10:49 13:56 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
44,015 55,234 24,135 4,190 127,574 150,899
39,210 53,049 21,490 4,045 117,794 120,426
51,540 34,425 11,185 5,050 102,200 114,606
51,845 30,250 15,145 3,950 101,190 111,724
56,715 19,484 14,785 1,385 92,369 99,634
7,925 25,727 10,375 13,050 57,077 68,920
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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