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African Clearing

510426118Analyzed
4v4 RM · 1h ago on Oct 1, 2026· 22m 55s· 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
🇹🇷 Mongols · Türkiye
1713
+7
🇹🇷 Tupi · Türkiye
1582
+11
🇹🇷 Magyars · Türkiye
1523
+13
🇹🇷 Koreans · Türkiye
1331
+20
🇺🇸 Huns · United States
1474
-13
🇲🇽 Britons · Mexico
1471
-13
🇺🇸 Koreans · United States
1461
-13
🇨🇴 Spanish · Colombia
1442
-12
Player eAPM Actions Feudal Castle Imperial Opening
63 1,454 12:48 — — ⚔ Scout Rush
52 1,183 13:35 18:09 — ⛏ Fast Castle
43 982 12:07 — — ⚔ Archers into Towers
43 995 12:00 — — ⚔ Scout Rush
36 836 13:09 17:34 — ⛏ Fast Castle
34 779 12:24 — — ⚔ Archer Rush
27 625 12:32 17:20 — ⛏ Fast Castle
19 426 13:06 17:14 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,825 2,133 760 1,950 9,668 9,298
5,345 2,696 250 100 8,391 9,581
4,000 2,880 490 850 8,220 8,323
3,725 3,060 610 765 8,160 8,325
2,835 3,224 1,315 375 7,749 7,712
3,840 2,039 1,150 100 7,129 7,570
4,590 2,370 150 0 7,110 8,151
2,775 2,387 1,315 125 6,602 7,521
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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