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African Clearing

505507193Analyzed
4v4 RM · 24d ago on Sep 9, 2026· 33m 24s· 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 · Türkiye
1164
+10
🇨🇳 Inca · China
1043
+15
🇹🇷 Ethiopians · Türkiye
1020
+16
🇨🇳 Goths · China
989
+17
🇫🇷 Ethiopians · France
1053
-16
🇧🇷 Romans · Brazil
1025
-15
🇫🇷 Italians · France
998
-14
🇷🇺 Japanese · Russia
977
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 1,294 14:34 24:51 — ⛏ Fast Castle
29 954 12:58 — — ⚔ M@A Rush
23 771 12:10 21:07 — ⚔ Towers FC
22 724 15:41 19:35 — ⚔ Archers FC
21 703 15:01 22:26 — ⚔ M@A FC
20 672 — — —
18 607 14:36 23:00 — ⚔ FC into Archers
13 439 15:22 26:54 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
13,085 4,185 4,705 100 22,075 21,781
7,675 4,467 1,315 950 14,407 14,552
5,825 5,310 1,290 750 13,175 13,561
4,675 5,135 1,350 1,610 12,770 12,681
6,825 3,110 1,885 750 12,570 13,036
5,075 4,352 1,245 1,600 12,272 14,141
4,725 1,605 630 300 7,260 7,142
1,800 1,375 50 400 3,625 3,303
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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