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African Clearing

503974246Analyzed
4v4 RM · 1mo ago on Sep 3, 2026· 19m 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
🇨🇳 Tupi · China
1645
+8
🇹🇼 Berbers · Taiwan
1563
+11
🇨🇳 Maya · China
1529
+12
🇫🇮 Burgundians · Finland
1528
+13
🇲🇽 Huns · Mexico
1479
-12
🇳🇱 Armenians · Netherlands
1457
-11
🇪🇸 Wei · Spain
1445
-11
🇹🇷 Huns · Türkiye
1422
-10
Player eAPM Actions Feudal Castle Imperial Opening
69 1,353 14:02 17:37 — ⛏ Fast Castle
59 1,153 12:21 — — ⚔ Scout Rush
43 848 12:59 — — ⚔ Scout Rush
32 637 12:52 16:57 — ⛏ Fast Castle
30 600 15:45 — — ⛏ Fast Castle
24 471 13:51 — — ⚔ Archer Rush
23 449 14:02 — —
23 453 16:08 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,465 2,265 1,360 0 7,090 7,450
3,550 1,579 535 750 6,414 5,801
2,960 1,958 540 755 6,213 5,825
3,955 1,850 50 100 5,955 6,498
3,270 1,795 50 125 5,240 5,305
3,075 1,729 50 355 5,209 5,398
3,475 1,282 250 100 5,107 6,500
2,435 2,048 70 240 4,793 5,153
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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