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African Clearing

505574994Analyzed
4v4 RM · 21d ago on Sep 10, 2026· 22m 54s· 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
1525
+11
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1469
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1422
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Player eAPM Actions Feudal Castle Imperial Opening
58 1,330 12:23 — — ⚔ Scout Rush
45 1,040 20:14 — —
36 815 12:05 — — ⚔ Scout Rush
31 699 13:37 18:01 — ⛏ Fast Castle
30 689 12:26 — — ⚔ Archers into Towers
28 648 14:55 — —
27 626 11:33 — — ⚔ Scout Rush
18 412 12:42 17:27 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,665 2,982 150 0 8,797 8,838
4,775 2,271 350 5 7,401 7,796
3,100 2,679 520 225 6,524 5,932
3,150 2,335 550 375 6,410 7,431
3,840 1,963 150 10 5,963 6,993
2,550 1,221 250 755 4,776 5,485
2,800 1,190 50 300 4,340 4,199
2,650 1,035 50 100 3,835 3,942
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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