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MegaRandom

504566992Analyzed
4v4 RM · 27d ago on Sep 5, 2026· 10m 49s· 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
🇭🇺 Mongols · Hungary
1627
+17
🇭🇺 Maya · Hungary
1594
+18
🇭🇺 Britons · Hungary
1575
+19
🇭🇺 Persians · Hungary
1521
+21
🇦🇷 Mongols · Argentina
1688
-21
🇧🇬 Khmer · Bulgaria
1677
-20
🇹🇼 Vietnamese · Taiwan
1615
-18
🇺🇸 Spanish · United States
1566
-16
Player eAPM Actions Feudal Castle Imperial Opening
54 584 — — —
52 562 — — —
50 538 — — —
47 508 — — —
38 408 — — —
23 254 — — — ⛏ Fish Boom
18 199 — — —
12 128 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,300 911 0 100 2,311 2,181
1,250 784 50 100 2,184 1,982
1,100 881 0 100 2,081 1,612
1,100 650 50 200 2,000 1,657
1,250 600 0 0 1,850 1,991
750 950 50 100 1,850 1,197
1,000 650 50 100 1,800 1,386
550 675 50 100 1,375 998
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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