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African Clearing

505915721Analyzed
4v4 RM · 21d ago on Sep 11, 2026· 37m 30s· 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
🇵🇪 Mapuche · Peru
1711
+11
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1646
+14
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1635
+14
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1518
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🇹🇼 Magyars · Taiwan
1693
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🇹🇼 Huns · Taiwan
1578
-14
🇹🇼 Saracens · Taiwan
1577
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🇹🇼 Tupi · Taiwan
1537
-12
Player eAPM Actions Feudal Castle Imperial Opening
69 2,596 15:00 19:10 — ⛏ Fish Boom FC
56 2,101 12:25 16:25 35:00 ⛏ Fast Castle
48 1,785 11:26 21:34 — ⚔ Archer Rush
47 1,781 12:29 22:05 — ⚔ Fish Boom into Scouts
40 1,489 15:02 21:49 — ⛏ Fast Castle
40 1,491 13:31 17:17 — ⛏ Fast Castle
33 1,246 13:31 17:25 — ⛏ Fast Castle
23 875 12:18 16:58 36:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,320 13,716 5,870 3,750 40,656 43,002
12,775 12,007 6,395 950 32,127 33,448
9,850 11,220 4,885 600 26,555 27,129
10,150 10,555 2,390 1,300 24,395 26,478
11,490 7,416 2,980 1,250 23,136 23,494
12,950 7,627 770 1,150 22,497 23,822
7,605 7,718 5,045 515 20,883 22,382
9,980 7,792 1,860 1,055 20,687 23,423
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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