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African Clearing

511992668Analyzed
4v4 RM · 11d ago on Oct 7, 2026· 23m 17s· 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
🇫🇷 Magyars · France
1625
+11
🇮🇳 Varangians · India
1601
+12
🇵🇹 Danes · Portugal
1486
+17
🇬🇧 Huns · United Kingdom
1418
+20
vs
🇦🇷 Koreans · Argentina
1530
-16
🇩🇪 Cumans · Germany
1528
-16
🇺🇸 Hindustanis · United States
1517
-15
🇦🇷 Tatars · Argentina
1467
-13
Player eAPM Actions Feudal Castle Imperial Opening
50 1,166 12:17 — — ⚔ Scout Rush
37 859 19:50 — — ⚔ Drush
37 864 13:49 18:09 — ⛏ Fast Castle
34 791 12:30 — — ⚔ Scout Rush
32 746 12:16 — — ⚔ Scout Rush
27 634 17:20 — — ⚔ M@A Rush
25 573 13:01 17:54 — ⛏ Fast Castle
19 438 12:16 20:14 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,825 3,058 350 100 10,333 10,612
6,250 2,704 350 100 9,404 9,817
4,700 3,063 1,540 100 9,403 9,288
3,725 3,676 875 750 9,026 8,839
4,755 2,673 250 0 7,678 8,069
4,280 2,210 650 200 7,340 7,641
3,725 2,054 415 350 6,544 6,217
2,850 1,848 240 225 5,163 5,431
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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