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African Clearing

504673125Analyzed
4v4 RM · 26d ago on Sep 6, 2026· 29m 35s· 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
🇦🇷 Huns · Argentina
1259
+7
🇦🇷 Vietnamese · Argentina
1163
+10
🇦🇷 Malians · Argentina
1035
+15
🇦🇷 Hindustanis · Argentina
950
+19
🇩🇪 Japanese · Germany
1048
-13
🇨🇱 Maya · Chile
1034
-13
🇯🇵 Spanish · Japan
1025
-13
🇦🇷 Vietnamese · Argentina
1004
-12
Player eAPM Actions Feudal Castle Imperial Opening
56 1,668 13:07 17:26 — ⛏ Fast Castle
38 1,129 14:44 25:23 — ⚔ M@A into Scouts
36 1,066 16:28 21:53 — ⚔ Drush into Towers into Archers
30 890 14:32 21:11 — ⚔ Scout Rush
29 853 14:20 18:23 — ⛏ Fast Castle
20 591 14:47 21:57 — ⛏ Fish Boom
11 326 16:04 — —
7 210 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,010 5,165 2,950 525 12,650 12,942
5,090 6,170 825 500 12,585 12,997
7,475 2,462 2,075 300 12,312 12,402
5,725 4,380 1,375 750 12,230 13,565
6,065 3,807 1,150 810 11,832 11,943
4,800 5,036 1,270 310 11,416 13,100
2,250 981 50 100 3,381 4,052
550 375 50 100 1,075 544
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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