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African Clearing

505162198Analyzed
4v4 RM · 25d ago on Sep 8, 2026· 28m 32s· 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 · Mexico
1649
+11
🇲🇽 Spanish · Mexico
1600
+12
🇲🇽 Mapuche · Mexico
1458
+18
🇲🇽 Berbers · Mexico
1413
+19
🇨🇦 Vikings · Canada
1562
-17
🇧🇷 Bohemians · Brazil
1541
-16
🇨🇳 Burmese · China
1512
-15
🇨🇳 Khmer · China
1444
-12
Player eAPM Actions Feudal Castle Imperial Opening
58 1,650 13:09 18:42 — ⛏ Fast Castle
42 1,207 15:28 19:57 — ⛏ Fish Boom FC
39 1,117 12:26 21:30 — ⚔ Scout Rush
36 1,014 12:41 17:07 — ⛏ Fast Castle
30 842 13:10 — — ⚔ Tower Rush
30 843 11:39 26:08 — ⛏ Fast Castle
23 651 13:44 22:04 — ⛏ Fast Castle
22 631 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,175 8,012 1,845 200 15,232 15,945
7,840 4,430 1,720 950 14,940 15,511
7,015 5,739 1,535 300 14,589 14,578
6,800 2,906 790 350 10,846 11,152
4,800 4,040 1,150 200 10,190 10,044
3,820 3,260 760 760 8,600 8,211
3,650 2,128 100 1,110 6,988 6,972
3,150 1,225 50 300 4,725 4,612
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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