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African Clearing

511574282Analyzed
4v4 RM · 12d ago on Oct 5, 2026· 45m 34s· 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
1027
+17
🇮🇳 Britons · India
1009
+17
🇹🇷 Huns · Türkiye
987
+18
🇹🇷 Gurjaras · Türkiye
970
+19
vs
1051
-18
🇫🇷 Turks · France
1048
-18
🇹🇷 Mongols · Türkiye
1046
-18
🇩🇪 Vikings · Germany
1014
-17
Player eAPM Actions Feudal Castle Imperial Opening
51 2,330 16:07 19:38 33:10 ⛏ Fast Castle
36 1,646 15:01 22:53 — ⛏ Fast Castle
27 1,243 13:22 17:44 42:05 ⛏ Fast Castle
25 1,153 13:46 21:13 — ⚔ Scout Rush
23 1,034 15:04 18:36 31:57 ⛏ Fast Castle
17 796 15:16 21:35 34:22 ⚔ Scout Rush
13 615 14:05 19:59 42:46 ⛏ Fast Castle
6 265 — — —

Resources

Player Food Wood Gold Stone Spent Collected
23,395 16,571 11,255 2,445 53,666 59,327
18,790 11,600 6,010 1,610 38,010 45,109
17,995 9,141 4,695 3,100 34,931 37,782
13,885 5,980 5,770 1,700 27,335 31,696
10,430 8,575 5,200 2,150 26,355 29,271
10,600 7,900 3,225 1,600 23,325 24,799
6,380 4,015 710 1,740 12,845 13,761
1,200 720 0 100 2,020 2,308
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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