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African Clearing

510376453Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 18m 22s· 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
🇧🇪 Hindustanis · Belgium
1457
+14
🇮🇩 Koreans · Indonesia
1434
+15
🇮🇳 Mongols · India
1413
+16
🇫🇷 Cumans · France
1402
+17
🇦🇷 Spanish · Argentina
1438
-16
🇧🇷 Vietnamese · Brazil
1419
-16
🇺🇸 Hindustanis · United States
1412
-15
🇵🇪 Bulgarians · Peru
1410
-15
Player eAPM Actions Feudal Castle Imperial Opening
51 942 13:10 — — ⚔ Archer Rush
51 937 11:51 16:14 — ⛏ Fast Castle
41 753 11:42 — — ⚔ Archer Rush
30 553 13:56 — — ⚔ Drush
26 473 14:23 — —
16 293 12:36 — — ⚔ Scouts into Towers
15 278 13:11 17:15 — ⛏ Fast Castle
15 269 13:09 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,905 2,340 820 100 6,165 6,506
2,950 1,434 430 655 5,469 5,696
2,875 1,737 250 300 5,162 5,203
2,300 2,309 50 350 5,009 5,119
2,800 1,583 505 0 4,888 5,751
2,600 1,789 110 125 4,624 5,231
2,100 1,792 50 100 4,042 4,789
2,540 1,070 50 255 3,915 4,112
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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