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African Clearing

513474191Analyzed
4v4 RM · 4d ago on Oct 13, 2026· 21m 4s· 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
🇦🇷 Mapuche · Argentina
1323
+13
🇧🇷 Jurchens · Brazil
1303
+14
1301
+14
🇲🇽 Italians · Mexico
1256
+16
vs
🇩🇪 Poles · Germany
1298
-16
🇬🇧 Maya · United Kingdom
1297
-16
🇨🇭 Mongols · Switzerland
1232
-13
🇬🇧 Poles · United Kingdom
1203
-12
Player eAPM Actions Feudal Castle Imperial Opening
58 1,226 12:08 16:56 — ⛏ Fast Castle
35 736 11:54 16:10 — ⛏ Fast Castle
33 703 13:30 — — ⛏ Fish Boom
32 670 13:20 18:25 — ⛏ Fast Castle
28 583 13:42 17:28 — ⛏ Fast Castle
22 468 12:43 — — ⚔ Drush into Scouts
20 429 13:11 — — ⚔ Archer Rush
13 280 14:59 19:14 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,615 2,348 1,230 100 9,293 9,017
5,455 2,580 390 275 8,700 9,808
3,830 2,875 1,400 100 8,205 8,082
4,150 2,250 650 200 7,250 7,363
3,590 3,406 130 100 7,226 7,460
4,300 1,700 250 750 7,000 6,891
3,550 1,927 410 750 6,637 6,647
2,350 2,799 775 100 6,024 6,380
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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