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African Clearing

511346956Analyzed
4v4 RM · 16d ago on Oct 4, 2026· 21m 26s· 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
🇧🇴 Varangians · Bolivia
1571
+7
🇨🇴 Tupi · Colombia
1336
+15
🇲🇽 Vietnamese · Mexico
1315
+15
🇨🇴 Mongols · Colombia
1303
+16
vs
🇳🇴 Slavs · Norway
1339
-14
🇺🇸 Vietnamese · United States
1333
-14
🇫🇮 Berbers · Finland
1318
-13
🇹🇼 Poles · Taiwan
1293
-12
Player eAPM Actions Feudal Castle Imperial Opening
53 1,139 12:11 — — ⚔ Scout Rush
50 1,072 13:01 18:30 — ⚔ Scouts FC
37 785 11:29 — — ⚔ Scout Rush
30 636 11:44 — — ⚔ Scout Rush
29 632 13:30 20:34 — ⚔ FC into Champis
26 562 14:02 — — ⚔ Scout Rush
23 503 14:06 18:53 — ⛏ Fast Castle
14 309 13:45 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,965 2,654 635 200 8,454 8,083
4,735 2,812 250 100 7,897 8,133
4,680 2,961 150 100 7,891 7,718
4,475 2,764 300 100 7,639 7,995
4,355 3,034 150 100 7,639 8,148
3,965 2,359 430 305 7,059 6,823
3,635 2,285 250 300 6,470 5,798
3,145 1,723 250 100 5,218 5,719
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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