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African Clearing

510429401Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 30m 39s· 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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1138
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1115
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1038
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1041
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1027
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🇹🇼 Danes · Taiwan
1007
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 1,603 12:10 21:37 — ⚔ Archer Rush
41 1,268 14:07 17:48 — ⛏ Fast Castle
27 836 14:52 22:31 — ⛏ Fast Castle
21 630 16:26 23:19 — ⚔ Scout Rush
20 613 12:16 28:16 — ⚔ Towers FC
18 557 18:05 — — ⚔ Towers into Archers
17 534 13:05 16:51 — ⛏ Fast Castle
15 467 15:02 20:13 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,190 7,270 5,500 300 23,260 22,877
8,650 6,201 1,350 850 17,051 18,741
5,985 5,115 485 1,080 12,665 13,240
6,105 3,498 1,715 850 12,168 13,534
6,510 4,255 710 455 11,930 12,452
5,005 4,015 1,170 1,570 11,760 11,787
4,600 4,210 930 425 10,165 11,320
1,900 2,430 280 1,100 5,710 5,459
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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