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MegaRandom

507863066Analyzed
2v2 RM · 13d ago on Sep 20, 2026· 46m 21s· 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
🇨🇴 Mongols · Colombia
1129
+17
🇨🇦 Italians · Canada
1129
+17
🇺🇸 Lithuanians · United States
1172
-17
🇺🇸 Persians · United States
1144
-17
Player eAPM Actions Feudal Castle Imperial Opening
37 1,716 11:58 16:38 42:22 ⛏ Fast Castle
37 1,731 9:43 18:38 39:02 ⚔ Scout Rush
34 1,581 9:13 17:11 36:47 ⛏ Fast Castle
30 1,394 9:18 22:57 39:59 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,910 14,800 8,020 4,200 43,930 48,174
19,890 14,501 8,445 1,050 43,886 46,488
13,260 14,527 6,725 2,800 37,312 44,224
16,805 10,545 6,225 1,730 35,305 36,230
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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