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African Clearing

513415949Analyzed
4v4 RM · 22h ago on Oct 13, 2026· 26m 28s· 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
🇪🇸 Lithuanians · Spain
1114
+15
🇦🇹 Mongols · Austria
1074
+16
🇩🇪 Wu · Germany
1057
+17
🇩🇪 Malay · Germany
1051
+17
vs
🇨🇳 Tatars · China
1096
-17
🇹🇼 Lithuanians · Taiwan
1094
-16
🇨🇳 Berbers · China
1082
-16
🇧🇷 Khmer · Brazil
1065
-16
Player eAPM Actions Feudal Castle Imperial Opening
31 816 12:45 18:42 — ⛏ Fast Castle
29 772 15:46 24:25 — ⚔ Scout Rush
29 761 14:38 20:43 — ⚔ Scout Rush
26 690 12:43 20:43 — ⛏ Fast Castle
26 698 16:37 20:51 — ⛏ Fast Castle
22 581 13:38 19:38 — ⚔ Scout Rush
14 370 13:38 — — ⚔ Tower Rush
13 340 13:15 25:10 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,485 3,120 1,370 820 12,795 12,336
6,460 3,230 1,875 300 11,865 11,974
5,050 4,087 2,115 0 11,252 11,371
6,290 2,795 1,075 850 11,010 11,351
6,145 3,440 595 100 10,280 10,564
5,190 3,361 725 295 9,571 10,641
4,540 3,870 125 805 9,340 9,721
5,000 3,290 250 250 8,790 9,874
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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