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African Clearing

506694502Analyzed
4v4 RM · 19d ago on Sep 14, 2026· 45m 10s· 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
🇨🇭 Malians · Switzerland
1365
+13
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1332
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1319
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1317
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1292
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1283
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1267
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Player eAPM Actions Feudal Castle Imperial Opening
47 2,103 13:49 19:44 42:08 ⚔ Archer Rush
44 1,975 13:04 18:03 — ⛏ Fish Boom FC
39 1,740 14:26 18:26 — ⛏ Fast Castle
38 1,697 13:21 17:23 — ⛏ Fast Castle
34 1,517 15:19 20:21 37:39 ⛏ Fast Castle
28 1,268 12:41 18:29 40:05
27 1,211 13:28 19:56 — ⚔ Archer Rush
17 756 15:01 19:43 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,895 12,600 4,960 3,325 41,780 47,772
17,515 13,036 8,600 2,255 41,406 45,436
14,055 13,652 8,470 2,200 38,377 43,574
10,650 15,463 8,155 1,800 36,068 36,467
17,495 9,660 6,220 1,845 35,220 39,001
12,355 9,170 4,610 1,700 27,835 28,589
9,225 8,615 3,060 1,050 21,950 25,922
6,150 4,635 1,250 1,215 13,250 13,876
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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