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African Clearing

506304346Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 30m 17s· 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
🇵🇪 Spanish · Peru
1462
+11
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1409
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🇲🇽 Vietnamese · Mexico
1387
+14
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1276
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🇲🇽 Khitans · Mexico
1378
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🇻🇪 Bengalis · Venezuela
1361
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🇯🇵 Huns · Japan
1308
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🇲🇽 Mapuche · Mexico
1292
-12
Player eAPM Actions Feudal Castle Imperial Opening
59 1,785 14:59 20:19 — ⛏ Fast Castle
48 1,457 14:19 29:42 — ⚔ Archer Rush
44 1,337 12:16 22:02 — ⚔ Scout Rush
42 1,274 13:48 18:05 — ⛏ Fast Castle
41 1,248 13:22 17:37 — ⛏ Fast Castle
33 1,008 13:17 22:31 — ⚔ Skirmisher Rush
26 793 13:28 18:37 — ⚔ FC into Scouts
23 710 13:22 17:14 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,305 4,965 1,805 200 14,275 15,324
6,455 4,010 2,300 200 12,965 12,807
3,925 6,074 2,525 100 12,624 12,640
5,590 4,888 1,840 100 12,418 13,047
6,605 4,370 300 950 12,225 15,396
5,540 3,446 2,025 1,185 12,196 11,553
5,560 4,100 1,020 515 11,195 10,950
4,800 2,795 700 1,500 9,795 9,768
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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