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MegaRandom

508065454Analyzed
2v2 RM · 13d ago on Sep 20, 2026· 47m 31s· 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
🇨🇭 Vikings · Switzerland
1409
+12
🇨🇭 Sicilians · Switzerland
1384
+13
🇩🇪 Bulgarians · Germany
1325
-13
🇩🇪 Slavs · Germany
1314
-12
Player eAPM Actions Feudal Castle Imperial Opening
48 2,268 9:52 19:00 35:22 ⚔ Fish Boom into Scouts
37 1,739 10:21 21:46 41:40 ⚔ Fish Boom into Scouts
36 1,731 9:32 18:27 35:39 ⚔ Fish Boom into Drush into Skirms FC
36 1,727 9:42 16:54 34:58 ⚔ Fish Boom into Archers FC

Resources

Player Food Wood Gold Stone Spent Collected
29,680 16,026 14,170 3,725 63,601 66,498
22,925 20,525 9,670 3,200 56,320 60,637
15,915 21,649 8,250 2,585 48,399 50,978
16,150 14,322 9,090 1,550 41,112 43,315
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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