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African Clearing

504287318Analyzed
4v4 RM · 28d ago on Sep 4, 2026· 27m 3s· 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
🇩🇪 Slavs · Germany
1070
+13
🇩🇪 Vietnamese · Germany
1065
+14
🇩🇪 Persians · Germany
1062
+14
🇩🇪 Franks · Germany
890
+21
🇬🇧 Maya · United Kingdom
1029
-16
🇫🇷 Franks · France
1012
-45
1004
-15
🇨🇳 Huns · China
1000
-15
Player eAPM Actions Feudal Castle Imperial Opening
20 553 16:00 23:12 —
18 486 12:34 — — ⚔ Archer Rush
17 467 13:05 24:24 — ⚔ M@A Rush
17 464 14:16 19:06 — ⛏ Fast Castle
14 371 14:34 19:28 — ⛏ Fast Castle
11 292 15:47 — —
7 181 17:25 26:57 — ⛏ Fast Castle
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
6,005 2,795 2,075 100 10,975 12,152
6,045 3,190 895 100 10,230 10,263
4,610 3,045 1,630 130 9,415 9,630
3,995 2,935 490 100 7,520 7,059
3,550 2,050 250 100 5,950 8,692
2,350 1,749 415 100 4,614 5,119
2,300 1,840 180 100 4,420 5,807
0 0 0 0 0 0
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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