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African Clearing

506995172Analyzed
4v4 RM · 17d ago on Sep 16, 2026· 24m 34s· 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
🇬🇧 Burgundians · United Kingdom
1079
+12
🇵🇪 Romans · Peru
1067
+12
🇺🇸 Persians · United States
1042
+13
🇺🇸 Ethiopians · United States
964
+16
🇨🇴 Italians · Colombia
1023
-15
🇯🇵 Khmer · Japan
994
-14
🇨🇳 Khmer · China
978
-13
🇨🇳 Sicilians · China
915
-11
Player eAPM Actions Feudal Castle Imperial Opening
40 979 16:50 20:49 — ⚔ Archers FC
25 611 15:00 19:22 — ⛏ Fast Castle
22 536 14:00 — — ⚔ Scout Rush
20 484 12:51 20:42 — ⚔ Towers FC
20 480 15:22 — — ⚔ Scout Rush
18 436 — — —
17 424 14:45 — — ⚔ Tower Rush
11 262 17:17 20:14 — ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
5,525 2,983 455 400 9,363 9,492
4,365 3,699 400 350 8,814 9,722
4,025 2,780 1,070 100 7,975 7,880
4,130 2,215 100 100 6,545 8,389
2,955 2,110 655 250 5,970 6,333
2,600 1,584 385 100 4,669 4,764
2,040 1,665 50 230 3,985 3,397
1,800 450 50 275 2,575 2,299
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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