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African Clearing

510729456Analyzed
4v4 RM · 5h ago on Oct 2, 2026· 22m 54s· 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
🇪🇸 Goths · Spain
1474
+16
🇬🇧 Bengalis · United Kingdom
1445
+17
🇫🇷 Mongols · France
1425
+18
🇨🇳 Danes · China
1413
+18
🇨🇳 Sicilians · China
1475
-18
🇨🇳 Berbers · China
1470
-17
🇻🇳 Inca · Vietnam
1465
-17
🇨🇳 Bohemians · China
1455
-17
Player eAPM Actions Feudal Castle Imperial Opening
43 975 14:14 21:11 — ⛏ Fast Castle
42 971 13:38 18:18 — ⚔ FC into Archers
30 677 13:49 17:55 — ⛏ Fast Castle
26 598 12:56 — —
26 598 14:29 18:15 — ⛏ Fast Castle
25 565 12:41 — — ⚔ Towers FC
25 575 13:37 18:27 — ⛏ Fast Castle
22 514 14:52 18:31 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,425 2,860 1,375 300 9,960 9,363
4,675 3,031 1,130 300 9,136 8,550
3,700 2,814 1,050 850 8,414 7,886
3,675 3,049 925 230 7,879 7,825
3,875 2,075 300 950 7,200 7,008
4,175 1,765 500 635 7,075 8,823
3,000 2,184 425 225 5,834 5,112
2,425 1,611 210 105 4,351 4,921
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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