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MegaRandom

509130945Analyzed
3v3 RM · 8d ago on Sep 25, 2026· 27m 41s· 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
🇹🇼 Poles · Taiwan
1247
+7
917
+20
🇹🇼 Danes · Taiwan
752
+25
🇨🇳 Koreans · China
1027
-18
🇨🇳 Slavs · China
1003
-17
🇨🇳 Malians · China
989
-17
Player eAPM Actions Feudal Castle Imperial Opening
50 1,383 9:20 25:24 — ⚔ Scout Rush
34 929 10:38 15:31 — ⛏ Fish Boom FC
34 946 10:42 15:07 — ⛏ Fast Castle
26 729 11:39 — — ⚔ Towers FC
26 729 11:16 18:42 — ⛏ Fast Castle
20 566 11:37 17:01 — ⛏ FC into Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
8,265 6,067 2,975 750 18,057 18,864
6,740 4,430 1,095 1,470 13,735 16,185
7,350 4,270 1,230 850 13,700 15,995
6,325 4,739 725 750 12,539 16,396
4,150 3,404 1,040 345 8,939 10,055
3,450 2,150 300 1,000 6,900 7,472
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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