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MegaRandom

513045003Analyzed
2v2 RM · 6d ago on Oct 11, 2026· 74m 58s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇺🇸 Celts · United States
835
+14
🇺🇸 Sicilians · United States
833
+14
vs
🇲🇽 Portuguese · Mexico
870
-16
🇺🇸 Magyars · United States
729
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 2,925 12:47 40:50 56:37 ⚔ Tower Rush
28 2,116 13:29 26:50 70:13 ⚔ M@A FC
23 1,723 11:40 18:21 66:41 ⛏ Fast Castle
23 1,759 13:39 32:07 — ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
19,005 23,069 11,350 3,900 57,324 60,385
22,665 20,728 11,150 2,000 56,543 79,211
27,335 16,800 6,295 5,375 55,805 60,656
13,280 8,515 10,115 3,075 34,985 40,588
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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