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African Clearing

504090780Analyzed
4v4 RM · 3d ago on Sep 3, 2026· 16m 5s· 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 · Russia
1268
+13
🇷🇺 Mongols · Russia
1227
+15
🇷🇺 Romans · Russia
1206
+16
🇷🇺 Huns · Russia
1036
+23
🇫🇷 Mongols · France
1228
-18
🇫🇷 Romans · France
1218
-18
🇫🇷 Tupi · France
1178
-16
🇩🇪 Vietnamese · Germany
1167
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 601
32 523 12:50 ⚔ Archer Rush
27 442
27 428 15:31
18 294 12:06 ⚔ Scout Rush
15 245
13 205 13:22
12 186 15:12

Resources

Player Food Wood Gold Stone Spent Collected
2,000 1,550 315 100 3,965 3,755
2,625 1,164 50 125 3,964 4,268
1,800 1,805 50 100 3,755 3,775
2,100 1,075 50 100 3,325 3,818
1,400 1,496 125 100 3,121 3,361
1,760 713 50 125 2,648 3,278
1,000 876 50 100 2,026 1,433
1,050 800 50 100 2,000 1,533
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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