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African Clearing

506779671Analyzed
4v4 RM · 18d ago on Sep 15, 2026· 62m 35s· 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
🇵🇪 Vietnamese · Peru
1139
+16
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1076
+18
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1075
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1052
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1165
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1144
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🇨🇳 Burgundians · China
1116
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🇺🇸 Italians · United States
1079
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Player eAPM Actions Feudal Castle Imperial Opening
47 2,963 12:57 22:04 47:05 ⚔ Scout Rush
44 2,779 13:36 24:49 42:30 ⚔ Archer Rush
34 2,147 16:39 28:17 49:47 ⚔ Archer Rush
29 1,833 15:21 20:21 42:30 ⛏ Fast Castle
28 1,767 14:41 22:25 50:50 ⚔ Scout Rush
26 1,639 20:35 32:29 42:17 ⚔ M@A into Towers
25 1,546 15:09 24:30 36:07 ⚔ Scout Rush
17 1,055 15:10 23:43 52:40 ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
36,345 19,165 14,200 4,300 74,010 77,346
25,175 14,824 14,840 3,050 57,889 62,075
21,150 19,281 14,270 2,100 56,801 60,075
27,220 9,180 16,905 2,250 55,555 58,320
16,015 22,985 7,025 2,380 48,405 57,769
18,765 20,013 6,480 2,305 47,563 54,796
13,700 19,964 10,380 1,875 45,919 62,714
17,185 17,860 4,175 2,190 41,410 46,298
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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