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African Clearing

506905125Analyzed
4v4 RM · 16d ago on Sep 15, 2026· 23m 54s· 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
🇺🇾 Teutons · Uruguay
1452
+11
🇦🇷 Burmese · Argentina
1433
+12
🇺🇾 Bulgarians · Uruguay
1366
+15
🇦🇷 Turks · Argentina
1280
+18
🇩🇪 Dravidians · Germany
1388
-16
🇩🇪 Vietnamese · Germany
1326
-14
🇩🇪 Huns · Germany
1325
-13
🇩🇪 Shu · Germany
1323
-13
Player eAPM Actions Feudal Castle Imperial Opening
65 1,543 12:32 — — ⚔ Scouts into Towers
44 1,064 12:55 — — ⚔ Archer Rush
38 906 14:10 — — ⚔ Scout Rush
32 759 12:52 17:49 — ⛏ Fast Castle
32 766 13:47 18:38 — ⛏ Fast Castle
24 577 13:26 18:53 — ⛏ Fast Castle
20 490 13:29 17:08 — ⛏ Fast Castle
17 410 14:10 18:23 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,145 3,849 250 100 9,344 9,423
5,100 3,496 90 350 9,036 8,991
3,600 3,325 1,150 850 8,925 8,836
4,170 3,218 805 315 8,508 8,126
3,700 2,230 1,075 905 7,910 8,018
4,120 2,637 750 300 7,807 7,641
3,585 2,800 1,060 200 7,645 7,325
3,665 2,660 1,065 100 7,490 8,021
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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