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African Clearing

510480718Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 18m 36s· 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
🇦🇷 Berbers · Argentina
1545
+12
🇳🇴 Bohemians · Norway
1473
+15
🇦🇷 Dravidians · Argentina
1434
+17
🇺🇸 Burmese · United States
1271
+24
🇷🇺 Goths · Russia
1505
-19
🇨🇳 Malay · China
1474
-18
🇲🇽 Turks · Mexico
1449
-17
🇨🇳 Sicilians · China
1370
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 949 12:35 — — ⚔ Archers into Towers
42 774 17:23 — —
40 752 13:22 17:01 — ⛏ Fast Castle
35 660 12:50 — — ⚔ Scout Rush
33 607 13:58 — —
28 516 12:02 — — ⚔ Scout Rush
27 494 12:22 — —
17 314 13:09 17:49 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
2,650 2,319 820 350 6,139 5,585
3,710 1,492 250 0 5,452 5,414
3,310 1,898 50 100 5,358 5,464
3,115 1,727 215 120 5,177 5,359
2,700 1,578 250 100 4,628 5,516
2,600 1,390 250 225 4,465 5,818
2,150 1,131 50 100 3,431 4,336
2,350 850 50 0 3,250 3,427
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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