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African Clearing

505016380Analyzed
4v4 RM · 26d ago on Sep 7, 2026· 47m 14s· 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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Player eAPM Actions Feudal Castle Imperial Opening
31 1,445 14:59 22:26 43:50 ⛏ Fast Castle
27 1,277 14:47 18:32 46:02 ⚔ FC into Archers
24 1,154 14:25 26:21 — ⚔ Scout Rush
18 868 13:22 17:34 46:40 ⛏ Fast Castle
16 779 15:09 19:11 37:52 ⛏ Fast Castle
13 636 19:18 27:44 —
10 454 15:29 40:03 — ⚔ Towers FC
8 394 18:00 29:37 —

Resources

Player Food Wood Gold Stone Spent Collected
15,160 12,991 8,475 1,180 37,806 46,113
12,170 9,625 8,540 1,050 31,385 33,624
9,575 10,810 6,725 3,450 30,560 33,716
12,880 9,510 3,630 2,575 28,595 31,589
8,775 8,995 7,345 200 25,315 26,871
7,780 8,295 4,245 865 21,185 21,758
7,960 6,085 1,010 1,600 16,655 21,072
5,015 4,285 500 2,625 12,425 13,473
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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