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African Clearing

503972460Analyzed
4v4 RM · 1mo ago on Sep 3, 2026· 28m 57s· 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
🇬🇧 Berbers · United Kingdom
1548
+8
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1468
+11
🇹🇼 Khitans · Taiwan
1455
+11
🇪🇸 Japanese · Spain
1384
+14
🇻🇪 Magyars · Venezuela
1450
-14
🇬🇧 Bulgarians · United Kingdom
1409
-14
🇦🇺 Romans · Australia
1374
-12
🇺🇸 Mongols · United States
1143
-4
Player eAPM Actions Feudal Castle Imperial Opening
44 1,266 13:55 18:13 — ⛏ Fast Castle
43 1,241 13:18 17:24 — ⛏ Fast Castle
41 1,193 14:47 — —
39 1,138 12:11 22:14 — ⚔ Scout Rush
39 1,140 15:53 22:40 — ⛏ Fast Castle
36 1,038 13:51 17:35 — ⛏ Fast Castle
34 999 13:30 23:07 — ⚔ M@A Rush
18 529 14:57 21:03 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,200 5,228 1,990 950 14,368 15,142
5,450 4,981 1,775 300 12,506 12,288
6,110 3,331 1,495 850 11,786 12,251
5,220 4,384 1,695 300 11,599 13,625
5,850 4,298 670 445 11,263 12,524
4,200 3,701 670 650 9,221 8,659
3,425 2,225 825 1,400 7,875 7,290
3,300 1,997 50 125 5,472 6,429
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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