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African Clearing

506922411Analyzed
4v4 RM · 16d ago on Sep 15, 2026· 18m 42s· 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 · France
1801
+11
🇫🇷 Huns · France
1793
+11
🇫🇷 Jurchens · France
1720
+14
🇫🇷 Slavs · France
1629
+19
🇦🇷 Persians · Argentina
1770
-17
🇺🇸 Aztecs · United States
1736
-16
🇨🇳 Khitans · China
1645
-12
🇨🇳 Vietnamese · China
1581
-10
Player eAPM Actions Feudal Castle Imperial Opening
64 1,198 11:05 — — ⚔ Scout Rush
53 988 11:43 — — ⚔ Scout Rush
51 952 10:16 — — ⚔ Scouts into Archers
51 954 12:13 — — ⚔ Scout Rush
51 963 13:45 — — ⛏ Fish Boom
36 678 11:00 — — ⚔ Scout Rush
35 651 13:40 17:22 — ⛏ Fast Castle
26 482 11:17 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,620 2,137 415 0 7,172 7,021
3,845 2,627 50 100 6,622 6,777
4,305 1,675 250 100 6,330 5,871
3,785 2,029 250 0 6,064 5,809
3,300 1,853 570 100 5,823 5,947
3,575 1,871 50 100 5,596 5,529
3,720 1,683 50 0 5,453 5,687
2,155 1,498 50 100 3,803 3,755
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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