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African Clearing

513400516Analyzed
4v4 RM · 6d ago on Oct 13, 2026· 27m 46s· 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
🇹🇷 Aztecs · Türkiye
1712
+11
🇰🇿 Franks · Kazakhstan
1685
+12
🇪🇸 Dravidians · Spain
1681
+12
🇺🇦 Mongols · Ukraine
1597
+15
vs
🇹🇷 Chinese · Türkiye
1726
-17
🇹🇷 Khmer · Türkiye
1662
-15
🇹🇷 Poles · Türkiye
1608
-13
🇹🇷 Italians · Türkiye
1350
-5
Player eAPM Actions Feudal Castle Imperial Opening
57 1,570 11:03 22:29 — ⚔ Scout Rush
54 1,505 12:41 17:32 — ⚔ Archer Rush
53 1,480 11:02 — — ⚔ Scout Rush
50 1,396 11:37 — — ⚔ Scout Rush
46 1,278 13:54 — — ⚔ Archer Rush
42 1,165 13:55 18:29 — ⛏ Fast Castle
37 1,036 13:16 17:03 — ⛏ Fast Castle
36 1,012 12:43 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,400 5,310 1,225 950 14,885 15,319
6,235 5,246 3,020 300 14,801 14,045
7,265 3,506 2,525 300 13,596 13,882
5,645 5,412 1,875 200 13,132 12,951
7,020 3,719 150 140 11,029 11,555
3,815 4,045 1,270 100 9,230 11,345
3,525 2,810 1,675 375 8,385 9,765
5,070 2,830 50 230 8,180 7,856
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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