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African Clearing

506901266Analyzed
4v4 RM · 17d ago on Sep 15, 2026· 69m 45s· 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
🇩🇪 Franks · Germany
867
+13
🇸🇮 Khmer · Slovenia
827
+15
🇨🇦 Khmer · Canada
764
+17
703
+19
🇩🇪 Burgundians · Germany
821
-17
🇫🇷 Mongols · France
793
-16
🇷🇺 Khitans · Russia
784
-16
🇬🇧 Celts · United Kingdom
775
-15
Player eAPM Actions Feudal Castle Imperial Opening
16 1,126 14:06 27:41 41:51 ⛏ Fast Castle
16 1,092 17:36 27:01 36:33 ⚔ Scouts FC
14 970 14:24 29:34 43:23 ⚔ Scout Rush
10 703 14:26 31:25 48:56 ⚔ Scout Rush
10 699 18:36 33:53 55:28 ⚔ Scout Rush
9 602 13:47 — —
8 557 14:03 24:41 34:16
8 531 15:49 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,470 30,475 13,375 1,180 74,500 99,587
24,240 17,660 12,085 1,050 55,035 87,353
19,740 5,925 14,995 1,525 42,185 49,919
20,080 9,470 7,965 3,675 41,190 63,462
17,375 14,384 5,715 2,105 39,579 40,982
15,335 13,820 3,890 3,700 36,745 41,827
4,525 1,760 50 225 6,560 7,263
2,810 2,365 0 260 5,435 6,493
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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