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MegaRandom

505354863Analyzed
3v3 RM · 22d ago on Sep 9, 2026· 42m 32s· 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
🇺🇸 Bengalis · United States
1255
+8
🇨🇦 Goths · Canada
1169
+11
🇳🇿 Shu · New Zealand
1115
+14
🇨🇱 Tupi · Chile
1100
-12
1094
-12
🇨🇱 Ethiopians · Chile
1006
-9
Player eAPM Actions Feudal Castle Imperial Opening
51 2,152 11:42 16:47 33:51 ⛏ Fast Castle
50 2,118 9:01 18:22 37:23 ⚔ Archer Rush
50 2,139 11:00 23:37 39:07 ⚔ Archer Rush
31 1,335 12:42 20:13 41:09 ⚔ Fish Boom into Skirms
30 1,268 13:53 19:54 — ⛏ Fish Boom FC
28 1,209 12:19 16:15 31:57 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
21,895 9,840 7,630 2,800 42,165 46,862
11,520 15,023 9,060 2,150 37,753 49,403
7,100 13,305 5,850 2,275 28,530 32,371
9,165 9,480 3,150 4,650 26,445 29,443
7,310 7,710 3,865 1,665 20,550 22,787
6,825 8,152 3,380 1,640 19,997 20,918
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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