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African Clearing

510962997Analyzed
4v4 RM · 14h ago on Oct 3, 2026· 43m 27s· 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
🇨🇴 Turks · Colombia
1330
+13
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1310
+14
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1308
+14
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1270
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1332
-16
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1331
-17
🇪🇬 Vietnamese · Egypt
1245
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🇪🇬 Persians · Egypt
1183
-11
Player eAPM Actions Feudal Castle Imperial Opening
54 2,346 11:43 26:22 — ⚔ Scout Rush
45 1,941 13:04 29:45 — ⚔ Archer Rush
38 1,657 13:57 27:50 43:17 ⚔ Scout Rush
34 1,466 13:09 25:45 42:56 ⚔ Scouts into Towers
26 1,122 12:43 19:17 — ⛏ Fish Boom FC
21 898 12:44 28:43 — ⚔ Scout Rush
17 744 13:06 33:53 — ⚔ Archer Rush
16 683 15:04 28:42 — ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
24,220 9,568 5,445 600 39,833 43,836
16,645 6,155 7,820 950 31,570 32,766
13,845 8,282 6,070 975 29,172 30,534
12,020 7,815 3,430 2,045 25,310 29,048
6,290 6,562 1,915 1,610 16,377 16,877
5,125 6,039 4,730 100 15,994 15,906
6,085 5,460 1,750 300 13,595 14,321
4,915 4,816 2,305 315 12,351 12,274
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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