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MegaRandom

514179056Analyzed
4v4 RM · 3d ago on Oct 17, 2026· 6m 45s· 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
🇦🇷 Lithuanians · Argentina
1512
+11
🇨🇱 Vietnamese · Chile
1426
+14
🇨🇱 Hindustanis · Chile
1416
+14
🇦🇷 Spanish · Argentina
1260
+21
vs
🇧🇷 Saracens · Brazil
1429
-17
🇺🇸 Bulgarians · United States
1388
-15
🇨🇱 Britons · Chile
1359
-14
🇧🇷 Cumans · Brazil
1352
-14
Player eAPM Actions Feudal Castle Imperial Opening
59 397 — — —
52 353 — — —
37 251 — — —
18 123 — — —
16 105 — — —
14 97 — — —
14 92 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
800 200 50 0 1,050 1,045
750 250 0 0 1,000 1,229
600 250 0 0 850 857
650 25 50 0 725 498
200 25 0 0 225 115
200 0 0 0 200 170
0 0 0 0 0 130
0 0 0 0 0 0
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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