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African Clearing

513543706Analyzed
4v4 RM · 6d ago on Oct 14, 2026· 25m 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 · United States
1870
+4
🇧🇷 Persians · Brazil
1808
+6
🇨🇳 Mapuche · China
1795
+6
🇦🇷 Spanish · Argentina
1733
+8
vs
🇨🇳 Slavs · China
1762
-12
🇺🇸 Cumans · United States
1525
-5
🇲🇽 Huns · Mexico
1439
-4
🇨🇦 Malians · Canada
1417
-3
Player eAPM Actions Feudal Castle Imperial Opening
46 1,157 13:19 — — ⚔ Towers into Archers
40 1,012 13:47 17:47 — ⛏ Fast Castle
38 976 12:15 16:28 — ⛏ Fast Castle
32 812 12:35 16:32 — ⚔ FC into Towers
32 814 14:03 18:59 — ⛏ Fish Boom FC
32 803 12:50 21:43 — ⚔ Archer Rush
31 775 12:50 25:23 —
26 652 12:54 20:52 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,180 4,458 1,565 300 10,503 10,082
4,425 4,188 400 1,110 10,123 10,635
4,260 3,311 1,715 200 9,486 9,262
4,000 3,594 885 955 9,434 9,277
4,325 2,465 760 1,110 8,660 8,108
4,560 2,626 490 760 8,436 8,962
4,280 2,686 900 300 8,166 8,664
2,725 2,064 370 600 5,759 6,015
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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