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African Clearing

510630709Analyzed
4v4 RM · 16h ago on Oct 1, 2026· 33m 20s· 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
🇵🇪 Persians · Peru
940
+14
🇪🇸 Spanish · Spain
881
+17
🇧🇷 Sicilians · Brazil
865
+17
🇹🇷 Bohemians · Türkiye
788
+20
🇹🇷 Poles · Türkiye
981
-20
🇫🇷 Varangians · France
932
-19
🇫🇷 Franks · France
881
-22
🇦🇺 Bengalis · Australia
773
-12
Player eAPM Actions Feudal Castle Imperial Opening
62 2,054 13:54 21:05 — ⛏ Fast Castle
40 1,329 16:21 — — ⚔ Scout Rush
21 696 15:44 25:09 — ⚔ Archer Rush
17 570 17:35 28:00 —
16 539 13:09 23:35 — ⚔ Scout Rush
14 472 18:16 24:33 — ⛏ Fast Castle
12 389 15:33 28:03 — ⚔ Scout Rush
7 232 15:12 29:17 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
7,850 5,788 3,280 850 17,768 18,263
7,975 6,640 540 860 16,015 16,690
6,260 5,850 1,640 1,585 15,335 15,388
4,025 5,210 800 360 10,395 13,280
4,350 3,685 430 610 9,075 9,983
5,140 2,730 895 100 8,865 9,930
4,020 2,798 625 100 7,543 9,270
3,745 2,920 50 385 7,100 8,102
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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