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African Clearing

506429367Analyzed
4v4 RM · 18d ago on Sep 13, 2026· 21m 44s· 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 · Spain
1568
+12
1550
+13
🇫🇷 Aztecs · France
1537
+14
🇨🇳 Mongols · China
1512
+16
🇨🇳 Maya · China
1513
-15
🇯🇵 Wei · Japan
1511
-15
🇨🇳 Vietnamese · China
1469
-13
🇨🇳 Huns · China
1456
-12
Player eAPM Actions Feudal Castle Imperial Opening
60 1,310 10:54 — — ⚔ Scouts into Towers
44 948 11:30 20:46 — ⚔ Scout Rush
42 911 14:33 18:08 — ⛏ Fish Boom FC
41 893 12:08 — — ⚔ M@A Rush
39 850 14:43 — —
37 797 12:12 16:01 — ⛏ Fast Castle
35 759 12:00 — — ⚔ Scouts into Archers
33 726 14:31 19:39 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,150 3,220 745 1,050 10,165 9,584
4,135 3,425 800 300 8,660 7,855
3,700 3,139 595 750 8,184 7,354
4,595 2,663 800 100 8,158 8,086
4,735 2,519 575 100 7,929 8,098
5,070 1,598 200 600 7,468 7,255
4,140 2,046 325 110 6,621 6,689
3,365 2,194 250 245 6,054 5,609
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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