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African Clearing

510444468Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 63m 11s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
33 2,054 15:35 19:09 32:19 ⛏ Fast Castle
33 2,092 12:57 17:54 42:17 ⛏ Fast Castle
26 1,644 15:13 23:35 58:24 ⚔ Archer Rush
23 1,440 13:16 21:14 39:03
22 1,406 13:04 22:58 43:05 ⚔ Scout Rush
21 1,333 17:59 23:35 41:37 ⛏ Fast Castle
20 1,242 14:44 19:23 — ⛏ Fast Castle
18 1,118 14:53 19:29 38:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
43,925 14,464 15,440 3,000 76,829 100,899
25,005 28,200 13,215 3,340 69,760 80,950
30,160 16,530 19,785 2,430 68,905 70,976
12,310 27,584 10,915 3,750 54,559 55,153
23,030 13,290 7,660 3,225 47,205 52,814
19,665 19,772 5,405 1,415 46,257 48,282
14,550 17,066 9,955 630 42,201 61,965
9,590 5,345 3,625 1,050 19,610 22,605
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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