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African Clearing

510624383Analyzed
4v4 RM · 4h ago on Oct 1, 2026· 40m 12s· 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
🇨🇦 Saracens · Canada
1245
+11
1184
+14
🇫🇷 Italians · France
1180
+14
🇨🇴 Malians · Colombia
1151
+15
🇧🇷 Persians · Brazil
1245
-18
🇹🇼 Franks · Taiwan
1120
-13
🇺🇸 Mongols · United States
1098
-12
🇨🇳 Cumans · China
1073
-11
Player eAPM Actions Feudal Castle Imperial Opening
48 1,927 14:18 19:43 35:35 ⛏ Fast Castle
43 1,733 14:53 18:42 — ⛏ Fast Castle
32 1,289 15:27 19:38 30:37 ⛏ Fast Castle
16 651 13:53 19:27 — ⛏ Fast Castle
16 641 15:03 20:34 — ⛏ Fast Castle
16 643 14:09 23:05 — ⚔ Scout Rush
7 298 16:13 21:56 — ⛏ Fast Castle
6 229 — — —

Resources

Player Food Wood Gold Stone Spent Collected
21,030 7,995 9,715 2,480 41,220 44,185
10,260 8,357 2,595 2,555 23,767 25,515
9,105 9,058 3,815 1,250 23,228 22,853
3,910 3,137 370 300 7,717 14,615
3,850 2,430 200 300 6,780 7,118
3,780 2,165 250 200 6,395 7,221
3,695 1,865 250 250 6,060 7,608
550 250 0 0 800 650
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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