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MegaRandom

510095831Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 71m 27s· 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
🇭🇰 Chinese · Hong Kong SAR China
1395
+13
🇭🇰 Saxons · Hong Kong SAR China
1381
+13
🇭🇰 Koreans · Hong Kong SAR China
1377
+13
🇭🇰 Franks · Hong Kong SAR China
1370
+14
🇵🇱 Dravidians · Poland
1347
-14
🇨🇳 Magyars · China
1324
-13
🇨🇳 Khmer · China
1320
-13
🇧🇦 Teutons · Bosnia & Herzegovina
1311
-13
Player eAPM Actions Feudal Castle Imperial Opening
42 2,987 10:43 21:21 36:18 ⚔ M@A Rush
39 2,759 11:08 22:08 37:57 ⚔ Scout Rush
36 2,575 11:06 16:23 35:16 ⛏ Fast Castle
33 2,364 13:14 16:10 33:34 ⛏ Fast Castle
30 2,133 12:13 20:44 34:29 ⚔ Archer Rush
29 2,067 12:21 18:54 32:36 ⛏ Fast Castle
24 1,744 10:46 14:19 35:10 ⛏ Fast Castle
12 857 13:29 20:31 42:51 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
53,595 29,910 30,910 5,995 120,410 130,694
53,980 23,843 15,805 4,730 98,358 132,257
40,325 18,615 22,335 6,920 88,195 98,758
30,100 32,898 18,530 1,925 83,453 92,856
34,630 24,270 12,775 5,890 77,565 87,198
26,420 37,890 9,025 2,270 75,605 77,543
19,990 12,982 8,010 880 41,862 45,203
13,035 9,817 2,680 2,275 27,807 32,784
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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