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African Clearing

505007674Analyzed
4v4 RM · 26d ago on Sep 7, 2026· 21m 49s· 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
🇹🇷 Slavs · Türkiye
919
+14
🇵🇱 Burgundians · Poland
837
+17
🇹🇼 Goths · Taiwan
820
+18
🇹🇷 Teutons · Türkiye
741
+21
🇲🇰 Mongols · North Macedonia
966
-22
🇻🇳 Burgundians · Vietnam
957
-21
🇦🇺 Magyars · Australia
823
-16
🇹🇷 Turks · Türkiye
702
-11
Player eAPM Actions Feudal Castle Imperial Opening
31 677 16:30 21:14 — ⛏ Fast Castle
28 611 16:25 — — ⛏ Fast Castle
18 387 16:31 20:56 — ⛏ Fast Castle
18 391 16:43 — —
17 372 14:20 21:05 — ⛏ Fast Castle
16 358 16:22 20:52 — ⛏ Fast Castle
14 297 13:12 — — ⚔ Scout Rush
8 169 15:06 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,525 3,210 325 200 8,260 8,354
4,900 2,325 475 200 7,900 7,667
3,495 2,130 250 495 6,370 7,073
3,640 2,296 250 100 6,286 6,966
3,450 2,145 250 330 6,175 5,756
3,300 1,750 0 100 5,150 6,384
3,100 1,635 250 100 5,085 6,456
2,300 1,450 0 100 3,850 4,840
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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