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MegaRandom

504789111Analyzed
3v3 RM · 26d ago on Sep 6, 2026· 32m 20s· 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
🇷🇺 Cumans · Russia
877
+13
🇵🇾 Romans · Paraguay
850
+14
🇺🇸 Tatars · United States
824
+16
🇮🇳 Malians · India
873
-17
🇮🇳 Britons · India
791
-26
🇮🇳 Vikings · India
787
-18
Player eAPM Actions Feudal Castle Imperial Opening
38 1,240 11:13 21:25 — ⛏ Fast Castle
24 781 10:37 17:51 — ⛏ Fast Castle
22 723 13:23 17:37 — ⛏ Fast Castle
22 706 12:00 16:55 — ⛏ Fast Castle
13 415 10:14 16:31 — ⛏ Fast Castle
10 314 10:37 20:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,855 8,752 2,080 200 21,887 25,842
8,845 7,185 2,890 1,515 20,435 22,269
9,190 6,725 2,205 850 18,970 24,430
7,230 5,645 1,050 850 14,775 21,960
6,505 4,775 970 1,500 13,750 18,639
4,050 2,805 1,490 750 9,095 12,803
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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