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MegaRandom

505822851Analyzed
4v4 RM · 22d ago on Sep 11, 2026· 11m 9s· 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
🇻🇳 Mongols · Vietnam
1430
+14
🇨🇳 Burgundians · China
1420
+14
🇨🇳 Persians · China
1360
+17
🇨🇳 Persians · China
1319
+17
🇨🇭 Bulgarians · Switzerland
1443
-19
🇨🇦 Magyars · Canada
1389
-16
🇹🇼 Ethiopians · Taiwan
1345
-14
🇨🇳 Franks · China
1320
-13
Player eAPM Actions Feudal Castle Imperial Opening
58 649 — — —
56 624 10:32 — —
53 588 10:38 — —
53 592 — — —
44 491 8:05 — — ⚔ Scout Rush
43 478 9:31 — —
37 409 — — —
32 362 9:57 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,750 553 50 0 3,353 3,729
2,140 725 50 0 2,915 3,130
1,510 1,221 50 0 2,781 3,314
1,900 755 50 0 2,705 3,110
1,950 715 0 0 2,665 3,805
1,700 790 50 0 2,540 3,318
1,850 485 50 0 2,385 3,254
1,500 795 50 0 2,345 2,785
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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