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African Clearing

510517292Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 33m 59s· 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
🇧🇷 Ethiopians · Brazil
1102
+8
🇭🇰 Magyars · Hong Kong SAR China
1090
+8
🇨🇳 Huns · China
861
+17
🇨🇳 Huns · China
766
+20
🇻🇳 Huns · Vietnam
927
-15
🇹🇷 Vikings · Türkiye
914
-14
🇻🇳 Vietnamese · Vietnam
910
-14
🇻🇳 Tupi · Vietnam
821
-10
Player eAPM Actions Feudal Castle Imperial Opening
47 1,605 14:29 22:33 33:59 ⚔ Archer Rush
44 1,507 13:27 — — ⚔ Scout Rush
41 1,402 14:42 18:26 — ⛏ Fast Castle
33 1,129 15:36 — —
33 1,130 13:37 18:52 — ⛏ Fast Castle
22 755 16:10 21:13 — ⚔ Archers FC
18 618 15:55 20:51 — ⛏ Fast Castle
18 595 18:02 — — ⚔ Champi Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,975 5,674 7,330 200 25,179 24,779
9,025 9,370 3,385 950 22,730 25,233
11,220 6,540 1,500 1,050 20,310 23,173
14,305 3,525 350 100 18,280 20,789
6,540 4,218 1,445 1,150 13,353 13,296
3,825 3,289 250 425 7,789 7,809
3,070 3,270 50 100 6,490 6,516
2,710 1,573 175 100 4,558 4,768
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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