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African Clearing

505114683Analyzed
4v4 RM · 24d ago on Sep 7, 2026· 42m 35s· 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
1645
+11
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Player eAPM Actions Feudal Castle Imperial Opening
73 3,127 12:36 19:09 — ⚔ M@A FC
53 2,253 12:34 29:58 — ⚔ Scouts into Towers
52 2,214 12:24 26:08 — ⚔ M@A into Archers
51 2,156 12:56 16:44 — ⛏ Fast Castle
51 2,159 13:54 18:13 32:40 ⛏ Fast Castle
45 1,911 10:54 22:43 41:04 ⚔ Scout Rush
35 1,511 12:52 38:11 — ⚔ Tower Rush
32 1,378 13:39 17:21 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,870 13,803 11,280 2,550 56,503 63,555
17,930 13,363 13,470 2,375 47,138 50,449
19,750 10,115 5,705 2,480 38,050 39,401
13,250 8,765 2,955 2,375 27,345 29,827
10,910 6,449 5,030 1,275 23,664 24,710
8,025 8,585 4,770 1,730 23,110 24,913
10,090 7,261 2,290 2,575 22,216 21,990
7,035 6,488 290 1,050 14,863 16,601
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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