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Fortified Clearing

517618893Analyzed
4v4 RM · 4d ago on Oct 31, 2026· 17m 9s· 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
🇺🇸 Cumans · United States
820
+15
🇺🇸 Armenians · United States
790
+17
🇺🇸 Jurchens · United States
767
+17
🇺🇸 Chinese · United States
631
+34
vs
🇻🇳 Maya · Vietnam
817
-19
🇨🇳 Turks · China
805
-18
🇨🇳 Bohemians · China
802
-18
🇦🇷 Lithuanians · Argentina
768
-17
Player eAPM Actions Feudal Castle Imperial Opening
29 503 8:50 — —
24 414 13:46 — —
23 399 11:53 — —
22 380 12:34 — —
22 372 11:06 — — ⚔ Scout Rush
18 304 10:22 — —
18 311 14:41 — —
10 177 11:05 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,180 1,990 150 0 5,320 5,605
2,800 1,945 50 400 5,195 6,609
2,750 2,160 50 0 4,960 5,777
3,040 830 0 0 3,870 4,732
1,950 1,680 125 105 3,860 4,248
1,750 935 0 110 2,795 3,701
1,950 740 50 0 2,740 3,927
1,800 920 0 0 2,720 4,065
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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