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African Clearing

510791518Analyzed
4v4 RM · 12h ago on Oct 2, 2026· 23m 15s· 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
🇲🇽 Bulgarians · Mexico
1051
+13
🇦🇷 Celts · Argentina
1048
+13
🇺🇸 Magyars · United States
1041
+14
🇧🇷 Danes · Brazil
1012
+15
🇨🇳 Burgundians · China
1042
-16
🇭🇰 Persians · Hong Kong SAR China
977
-13
🇺🇸 Byzantines · United States
974
-13
🇭🇰 Mongols · Hong Kong SAR China
971
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 811 14:20 18:12 — ⛏ Fast Castle
29 669 18:39 — —
28 647 14:12 21:15 — ⛏ Fast Castle
24 555 16:39 — — ⚔ Scout Rush
19 442 14:07 23:08 — ⚔ M@A FC
19 437 16:37 — — ⚔ M@A into Towers FC
17 407 15:06 20:11 — ⛏ Fast Castle
13 313 14:39 — —

Resources

Player Food Wood Gold Stone Spent Collected
5,050 2,593 530 220 8,393 8,722
3,925 2,790 390 385 7,490 8,082
4,300 2,134 400 300 7,134 7,382
3,700 2,327 1,000 100 7,127 6,904
4,325 2,375 250 100 7,050 7,738
2,770 2,366 190 100 5,426 6,460
3,035 2,055 225 100 5,415 7,326
2,375 2,045 50 200 4,670 3,971
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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