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MegaRandom

510268275Analyzed
2v2 RM · 13h ago on Sep 30, 2026· 51m 50s· 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
🇨🇳 Malians · China
1184
+17
🇨🇳 Mongols · China
1173
+17
🇵🇾 Turks · Paraguay
1213
-18
🇲🇽 Lithuanians · Mexico
1185
-16
Player eAPM Actions Feudal Castle Imperial Opening
48 2,466 9:54 15:05 41:34 ⛏ Fish Boom FC
40 2,049 9:25 23:06 33:09 ⚔ Fish Boom into Scouts
36 1,864 10:02 20:49 35:59
25 1,283 10:32 19:16 — ⛏ Fish Boom FC into Galleys

Resources

Player Food Wood Gold Stone Spent Collected
24,770 28,239 7,795 4,865 65,669 68,312
25,325 13,160 12,145 7,275 57,905 67,526
14,350 21,510 14,625 5,955 56,440 61,172
12,025 13,455 1,825 2,960 30,265 32,307
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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