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African Clearing

510473249Analyzed
4v4 RM · 8h ago on Oct 1, 2026· 25m 56s· 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
🇺🇸 Malians · United States
990
+19
🇨🇳 Spanish · China
981
+19
🇵🇪 Gurjaras · Peru
973
+19
🇨🇳 Georgians · China
959
+20
🇳🇮 Vietnamese · Nicaragua
1083
-21
🇺🇸 Ethiopians · United States
1068
-20
🇨🇳 Mongols · China
1051
-19
🇺🇸 Franks · United States
999
-17
Player eAPM Actions Feudal Castle Imperial Opening
46 1,193 11:11 19:11 — ⛏ Fast Castle
40 1,046 11:21 — — ⚔ Tower Rush
35 907 12:59 17:26 — ⛏ Fast Castle
31 796 13:32 — —
18 476 13:05 19:47 — ⚔ Archers FC
17 436 14:19 21:39 — ⚔ Scouts FC
15 377 13:48 — —
13 329 13:14 21:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,150 3,480 1,090 950 12,670 13,395
4,580 3,400 790 860 9,630 9,837
4,855 2,600 590 200 8,245 8,853
3,775 2,350 905 850 7,880 7,467
3,510 3,130 375 100 7,115 8,105
3,925 2,140 250 575 6,890 7,405
2,885 2,621 180 350 6,036 6,134
3,495 1,852 90 390 5,827 7,551
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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