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African Clearing

506724706Analyzed
4v4 RM · 17d ago on Sep 14, 2026· 24m 29s· 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
🇫🇷 Koreans · France
1464
+15
🇺🇸 Tupi · United States
1443
+16
🇺🇸 Turks · United States
1386
+18
🇦🇷 Saracens · Argentina
1383
+18
🇪🇸 Romans · Spain
1460
-18
🇨🇳 Japanese · China
1450
-17
🇳🇱 Magyars · Netherlands
1427
-16
🇭🇰 Khmer · Hong Kong SAR China
1425
-16
Player eAPM Actions Feudal Castle Imperial Opening
45 1,103 11:01 21:35 — ⚔ Scout Rush
37 913 14:24 18:36 — ⛏ Fast Castle
36 881 13:06 — — ⚔ Archer Rush
35 864 12:52 17:21 — ⛏ Fast Castle
35 861 12:29 24:08 — ⚔ Archers into Skirms
20 493 13:26 17:58 — ⛏ Fast Castle
15 369 13:39 18:14 — ⛏ Fast Castle
9 211 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,645 4,586 325 200 9,756 10,347
5,505 3,225 500 110 9,340 9,899
5,175 3,500 250 400 9,325 9,354
4,000 2,425 1,250 850 8,525 8,576
4,070 2,785 940 225 8,020 9,213
3,425 3,078 840 100 7,443 7,583
3,875 2,600 630 100 7,205 9,184
1,300 275 0 0 1,575 1,420
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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