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African Clearing

510378241Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 40m 43s· 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 1,264 14:05 17:54 36:46 ⛏ Fast Castle
29 1,163 15:23 22:01 — ⛏ Fast Castle
25 1,003 14:21 19:50 — ⛏ Fast Castle
24 966 13:03 16:48 34:20 ⛏ Fast Castle
16 671 12:23 27:51 — ⚔ Scout Rush
16 645 16:14 20:05 — ⛏ Fast Castle
15 625 15:21 26:45 — ⚔ Scout Rush
11 439 16:01 29:44 — ⚔ Champi Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,150 13,113 5,885 3,550 43,698 49,080
13,105 9,541 3,790 1,700 28,136 31,517
10,870 8,027 2,980 1,490 23,367 24,555
9,635 8,510 2,165 1,800 22,110 25,042
10,490 6,030 3,320 2,050 21,890 23,491
10,470 7,860 2,075 850 21,255 21,249
10,545 6,709 1,785 1,150 20,189 22,549
7,255 6,310 2,690 1,535 17,790 17,596
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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