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African Clearing

510568290Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 29m 15s· 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
🇦🇷 Magyars · Argentina
1253
+11
1147
+15
🇦🇷 Varangians · Argentina
1114
+16
🇦🇷 Spanish · Argentina
999
+21
🇲🇽 Varangians · Mexico
1194
-19
🇹🇷 Burgundians · Türkiye
1145
-17
🇸🇪 Britons · Sweden
1135
-16
🇲🇽 Saracens · Mexico
998
-11
Player eAPM Actions Feudal Castle Imperial Opening
41 1,212 13:13 25:35 — ⚔ Scout Rush
38 1,124 15:03 20:00 — ⛏ Fast Castle
36 1,051 14:40 20:10 — ⚔ Scout Rush
32 938 14:49 19:20 — ⛏ Fast Castle
30 872 14:10 25:23 — ⚔ Archer Rush
22 648 13:02 18:54 — ⛏ Fast Castle
17 496 14:02 17:58 — ⛏ Fast Castle
11 333 19:47 26:50 — ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
8,795 3,950 1,355 950 15,050 15,858
6,175 4,430 1,375 950 12,930 13,930
5,285 4,989 1,480 300 12,054 12,641
6,050 2,744 940 1,405 11,139 13,092
4,910 3,295 1,175 300 9,680 9,829
3,625 3,105 1,660 750 9,140 10,507
3,675 1,312 635 875 6,497 7,046
3,650 1,641 250 350 5,891 8,196
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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