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African Clearing

510404311Analyzed
4v4 RM · 5h ago on Sep 30, 2026· 25m 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
🇨🇴 Huns · Colombia
916
+13
🇱🇺 Burgundians · Luxembourg
909
+13
🇦🇷 Mongols · Argentina
887
+14
🇦🇷 Khmer · Argentina
842
+16
🇫🇷 Franks · France
858
-15
🇩🇪 Slavs · Germany
848
-14
🇬🇧 Dravidians · United Kingdom
846
-14
🇹🇷 Britons · Türkiye
830
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 992 13:27 20:51 — ⛏ Fast Castle
33 857 11:51 21:23 — ⚔ Scout Rush
22 561 14:16 20:30 — ⚔ FC into Scouts
21 536 13:40 21:33 — ⚔ Scouts FC
19 494 15:54 24:48 — ⛏ Fast Castle
16 424 12:49 — — ⚔ Tower Rush
14 351 14:02 — — ⚔ Skirms into Archers
6 164 14:33 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,345 3,775 1,895 225 10,240 11,553
3,945 4,100 460 300 8,805 9,071
3,870 3,248 1,240 100 8,458 8,315
4,475 3,290 250 100 8,115 9,133
4,460 2,450 400 100 7,410 9,242
3,650 2,835 350 200 7,035 6,731
1,500 990 50 1,075 3,615 3,507
2,200 775 0 100 3,075 3,565
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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