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African Clearing

506046486Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 25m 42s· 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
🇺🇸 Mongols · United States
1257
+17
🇨🇳 Magyars · China
1195
+19
🇹🇼 Huns · Taiwan
1182
+20
🇨🇴 Hindustanis · Colombia
1118
+23
🇵🇪 Mongols · Peru
1319
-22
🇵🇪 Sicilians · Peru
1308
-21
🇵🇪 Tupi · Peru
1296
-21
🇵🇪 Vietnamese · Peru
1153
-15
Player eAPM Actions Feudal Castle Imperial Opening
40 1,033 13:51 22:31 — ⚔ Tower Rush
37 954 11:30 23:42 — ⚔ Scout Rush
32 831 15:16 25:03 —
29 745 14:50 20:20 — ⛏ Fast Castle
24 614 14:24 18:20 — ⛏ Fast Castle
22 559 11:30 22:01 — ⚔ Scouts into Archers
20 513 16:54 20:54 — ⛏ Fast Castle
17 432 16:07 21:48 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,165 3,050 770 300 11,285 10,777
4,145 3,281 1,220 850 9,496 9,413
5,295 3,225 750 200 9,470 9,569
3,860 3,378 400 925 8,563 9,209
4,220 2,623 520 850 8,213 8,614
3,760 2,620 390 1,050 7,820 7,908
3,550 2,500 570 1,000 7,620 7,846
3,455 2,579 300 225 6,559 7,666
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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