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MegaRandom

510424759Analyzed
3v3 RM · 2d ago on Oct 1, 2026· 29m 23s· 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
🇨🇱 Persians · Chile
1251
+12
🇧🇷 Wei · Brazil
1201
+14
🇺🇸 Mongols · United States
1165
+14
🇦🇷 Magyars · Argentina
1195
-15
🇦🇷 Georgians · Argentina
1166
-14
🇦🇷 Celts · Argentina
1099
-11
Player eAPM Actions Feudal Castle Imperial Opening
60 1,756 9:47 19:49 — ⚔ Scout Rush
45 1,322 10:01 13:54 — ⛏ Fast Castle
35 1,029 9:59 22:13 — ⚔ Scout Rush
33 969 10:10 21:09 — ⚔ Scout Rush
33 977 11:05 21:43 — ⚔ M@A Rush
14 417 13:02 27:58 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,495 4,948 1,635 850 14,928 15,233
7,080 5,416 1,615 200 14,311 15,708
8,170 2,675 1,980 125 12,950 14,773
6,475 3,540 1,390 660 12,065 13,694
5,705 3,181 895 100 9,881 10,405
4,565 2,658 1,140 650 9,013 9,107
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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