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African Clearing

510662849Analyzed
4v4 RM · 3h ago on Oct 2, 2026· 33m 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
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1467
+12
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1433
+14
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1258
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1224
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1416
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1367
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🇦🇷 Persians · Argentina
1362
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🇨🇴 Byzantines · Colombia
1335
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Player eAPM Actions Feudal Castle Imperial Opening
60 1,977 14:58 18:50 — ⚔ Fish Boom FC into Archers
52 1,736 13:21 19:27 — ⚔ Archer Rush
35 1,157 14:17 18:45 — ⛏ Fast Castle
34 1,132 12:05 21:50 — ⚔ Scout Rush
30 983 14:48 20:17 — ⛏ Fast Castle
27 885 11:29 26:14 — ⚔ Towers FC
25 817 15:06 21:50 — ⚔ Archer Rush
20 678 13:32 18:13 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,625 6,163 4,010 425 21,223 20,716
7,390 7,950 3,150 200 18,690 19,740
6,650 6,954 3,245 335 17,184 16,662
7,460 4,590 1,440 950 14,440 16,132
5,825 3,785 985 1,610 12,205 12,678
4,350 4,896 805 1,830 11,881 11,520
4,470 6,033 1,065 300 11,868 12,603
5,160 3,754 1,190 1,075 11,179 12,061
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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