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MegaRandom

505350177Analyzed
3v3 RM · 22d ago on Sep 9, 2026· 26m 1s· 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
🇨🇱 Magyars · Chile
1087
+13
1081
+13
🇨🇱 Ethiopians · Chile
989
+17
🇲🇽 Italians · Mexico
1127
-19
🇲🇽 Japanese · Mexico
1042
-15
🇲🇽 Byzantines · Mexico
879
-9
Player eAPM Actions Feudal Castle Imperial Opening
43 1,119 11:39 15:57 — ⛏ Fast Castle
36 947 10:13 20:28 — ⚔ Archer Rush
25 652 10:45 19:01 — ⚔ Scout Rush
19 484 11:04 — — ⚔ Skirmisher Rush
18 480 9:48 16:09 — ⛏ Fast Castle
10 256 9:47 15:05 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,490 5,600 1,260 1,500 13,850 14,314
4,830 4,240 2,110 200 11,380 12,615
5,160 3,584 690 850 10,284 10,597
4,275 3,399 1,360 750 9,784 11,896
4,155 4,185 100 335 8,775 10,649
3,820 2,290 665 750 7,525 8,149
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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