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African Clearing

512793545Analyzed
4v4 RM · 6d ago on Oct 11, 2026· 16m 9s· 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 · India
1497
+14
🇬🇧 Huns · United Kingdom
1492
+14
🇺🇸 Mongols · United States
1467
+15
🇨🇳 Persians · China
1412
+17
vs
🇪🇨 Persians · Ecuador
1525
-18
🇧🇷 Tupi · Brazil
1424
-14
🇦🇷 Huns · Argentina
1413
-14
🇲🇽 Maya · Mexico
1413
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 762 12:14 — — ⚔ Archer Rush
47 755 10:50 — — ⚔ Scout Rush
45 729 10:47 — — ⚔ Scout Rush
43 693 11:19 — — ⚔ Scout Rush
35 563 13:30 — —
33 527 14:45 — —
30 479 13:30 — — ⛏ Fast Castle
27 429 12:33 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,000 1,838 730 100 4,668 4,260
2,510 1,622 275 230 4,637 4,412
2,670 1,725 50 100 4,545 4,484
2,970 1,325 50 100 4,445 4,296
3,010 1,275 50 100 4,435 4,026
2,650 1,157 250 0 4,057 4,076
1,900 1,603 50 305 3,858 3,586
2,020 1,100 50 100 3,270 3,243
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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