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African Clearing

511010965Analyzed
4v4 RM · 13d ago on Oct 3, 2026· 45m 31s· 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
1195
+16
1180
+17
🇨🇳 Byzantines · China
1099
+21
vs
🇹🇼 Vietnamese · Taiwan
1243
-19
🇮🇹 Aztecs · Italy
1209
-17
🇧🇪 Varangians · Belgium
1184
-16
1170
-16
Player eAPM Actions Feudal Castle Imperial Opening
52 2,360 11:42 20:42 37:13 ⚔ M@A into Archers
51 2,324 12:43 17:34 — ⛏ Fast Castle
50 2,298 15:32 19:05 40:01 ⛏ Fast Castle
33 1,520 12:37 25:53 40:59 ⚔ Archer Rush
30 1,349 14:44 18:51 — ⛏ Fast Castle
26 1,177 14:11 19:15 — ⚔ M@A FC into Scouts
24 1,081 11:37 28:59 45:17 ⚔ Towers FC
21 947 13:22 21:08 — ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
22,340 16,035 10,285 3,540 52,200 58,745
15,360 10,983 5,005 1,750 33,098 42,916
8,880 10,858 4,380 885 25,003 31,659
11,675 5,778 4,605 2,755 24,813 26,095
8,325 7,588 1,980 3,795 21,688 22,633
10,350 5,139 1,800 680 17,969 18,529
5,545 5,342 1,200 1,050 13,137 14,429
3,740 3,070 690 325 7,825 7,529
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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