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African Clearing

503877265Analyzed
4v4 RM · 7d ago on Sep 2, 2026· 33m 59s· 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
🇫🇷 Vikings · France
1210
+13
🇲🇽 Japanese · Mexico
1195
+13
🇹🇷 Mongols · Türkiye
1153
+15
🇫🇷 Sicilians · France
1150
+15
🇧🇪 Tatars · Belgium
1253
-19
🇧🇪 Huns · Belgium
1189
-17
🇫🇷 Spanish · France
1153
-15
🇧🇪 Franks · Belgium
945
-22
Player eAPM Actions Feudal Castle Imperial Opening
39 1,309 12:49 18:45 ⛏ Fast Castle
39 1,311 15:06 19:21 ⛏ Fast Castle
33 1,133 15:44 23:37 ⛏ Fish Boom FC
24 813 14:57 18:56 ⚔ Scouts FC
18 608 13:41 19:40 ⚔ FC into Scouts
18 614 16:49 21:14 ⛏ Fast Castle
15 503 16:26 33:23 ⚔ Scout Rush
9 309 18:05 31:02 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,475 11,029 870 1,420 20,794 22,575
7,815 8,028 2,620 1,150 19,613 22,625
10,780 4,733 2,360 300 18,173 21,535
8,455 5,607 1,750 1,390 17,202 18,232
6,200 6,537 3,250 1,055 17,042 17,211
5,375 5,454 705 1,630 13,164 13,708
6,055 3,561 370 225 10,211 13,490
5,080 3,255 350 100 8,785 14,566
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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