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African Clearing

511672653Analyzed
4v4 RM · 10d ago on Oct 6, 2026· 20m 29s· 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
1134
+14
🇲🇽 Franks · Mexico
1121
+14
🇧🇷 Huns · Brazil
1095
+15
🇲🇽 Burgundians · Mexico
1028
+19
vs
🇺🇸 Inca · United States
1135
-18
🇹🇼 Huns · Taiwan
1091
-16
🇨🇳 Koreans · China
1074
-15
🇨🇳 Wu · China
1024
-13
Player eAPM Actions Feudal Castle Imperial Opening
27 557 12:57 — —
26 531 13:03 — — ⚔ Champi Rush
20 414 13:05 — — ⚔ Towers into Archers
20 416 13:08 — — ⚔ Scout Rush
20 411 14:35 — — ⚔ Skirms into Towers
17 355 13:40 — — ⛏ Fast Castle
17 345 13:35 18:12 — ⛏ Fast Castle
15 306 13:13 17:25 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,580 1,840 625 200 6,245 5,919
3,175 1,851 250 850 6,126 6,176
3,235 2,493 260 0 5,988 6,298
2,825 2,430 225 350 5,830 5,796
3,325 1,985 300 100 5,710 5,931
3,750 1,350 250 100 5,450 5,366
1,900 1,375 610 625 4,510 4,880
2,300 950 210 0 3,460 3,575
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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