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African Clearing

504116237Analyzed
4v4 RM · 5h ago on Sep 4, 2026· 69m 50s· 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
🇦🇷 Malians · Argentina
883
+15
🇨🇴 Ethiopians · Colombia
815
+18
🇺🇸 Georgians · United States
800
+19
🇨🇴 Franks · Colombia
768
+19
🇵🇹 Byzantines · Portugal
890
-19
🇨🇦 Spanish · Canada
849
-18
🇨🇦 Spanish · Canada
845
-17
🇹🇷 Sicilians · Türkiye
844
-17
Player eAPM Actions Feudal Castle Imperial Opening
33 2,319 16:07 19:44 42:56 ⛏ Fast Castle
JÄGGERMEISTER | Ethiopians
19 1,343 17:12 26:05 43:41 ⚔ Archer Rush
16 1,133 16:03 20:59 40:11 ⛏ Fast Castle
wild Georgians
16 1,129 16:51 21:08 40:37 ⛏ Fast Castle
Krypp Spanish
14 969 16:04 25:21 ⚔ Towers FC
Timor Primus Byzantines
11 797 17:29 32:40 ⚔ Tower Rush
JUGGERNAUT | Franks
10 672 21:22 30:12 56:54 ⚔ Towers FC into Scouts
memox1010 Sicilians
5 375 15:52 30:06 ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
41,315 30,060 26,645 6,925 104,945 119,633
35,330 21,545 25,735 1,830 84,440 93,363
33,345 18,255 4,645 4,725 60,970 89,716
24,955 21,816 9,070 2,590 58,431 62,542
20,315 18,200 13,590 3,025 55,130 57,114
6,380 9,899 1,215 1,350 18,844 21,274
9,620 4,005 2,790 775 17,190 19,922
4,130 3,105 290 350 7,875 11,291
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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