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African Clearing

510901500Analyzed
4v4 RM · 9h ago on Oct 3, 2026· 106m 37s· 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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🇺🇸 Saracens · United States
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Player eAPM Actions Feudal Castle Imperial Opening
41 4,334 12:46 27:53 43:46 ⚔ Archer Rush
39 4,160 12:54 23:19 49:48
36 3,889 12:26 25:14 40:36 ⚔ Scout Rush
35 3,771 15:41 30:13 45:16 ⚔ Scouts into Towers
32 3,389 13:05 24:30 56:09 ⚔ Scout Rush
32 3,409 13:31 26:54 44:41 ⚔ Archer Rush
29 3,077 15:12 21:30 37:52 ⛏ Fast Castle
28 3,015 15:27 19:26 46:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
94,600 69,124 33,645 4,045 201,414 215,200
95,320 53,540 29,845 5,785 184,490 199,546
104,805 36,369 34,080 8,130 183,384 215,328
67,045 67,124 25,645 3,330 163,144 168,183
70,340 41,091 28,475 5,305 145,211 167,071
53,160 32,145 33,120 8,600 127,025 163,134
28,225 53,754 37,270 2,270 121,519 141,719
41,005 28,095 32,690 4,565 106,355 118,776
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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