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MegaRandom

520494247Analyzed
3v3 RM · 10h ago on Nov 12, 2026· 66m 29s· 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
🇺🇸 Vietnamese · United States
678
+14
🇨🇦 Japanese · Canada
664
+15
🇩🇪 Tatars · Germany
658
+15
vs
🇦🇷 Slavs · Argentina
688
-16
🇦🇷 Lithuanians · Argentina
642
-15
🇦🇷 Japanese · Argentina
587
-13
Player eAPM Actions Feudal Castle Imperial Opening
30 1,964 12:55 18:08 23:31 ◆ FC into Fast Imp
19 1,274 10:27 17:19 36:46 ⛏ Fast Castle
15 1,012 11:58 18:46 42:47 ⛏ Fast Castle
14 901 11:58 20:42 37:51 ⛏ Fast Castle
13 861 11:17 23:35 43:52 ⛏ Fast Castle
9 629 9:34 18:07 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,235 27,080 19,765 4,750 87,830 97,896
29,360 19,550 14,215 5,700 68,825 74,307
25,270 17,565 16,955 4,750 64,540 67,010
23,980 21,110 12,090 4,480 61,660 70,563
21,950 21,720 11,805 5,750 61,225 65,066
3,650 2,335 410 750 7,145 8,729
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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