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African Clearing

511122121Analyzed
4v4 RM · 5h ago on Oct 3, 2026· 34m 5s· 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
🇳🇱 Spanish · Netherlands
807
+14
🇬🇧 Britons · United Kingdom
773
+15
🇬🇧 Chinese · United Kingdom
740
+21
🇬🇧 Lithuanians · United Kingdom
684
+18
🇨🇱 Cumans · Chile
797
-18
734
-15
🇨🇦 Sicilians · Canada
734
-15
🇦🇷 Varangians · Argentina
729
-15
Player eAPM Actions Feudal Castle Imperial Opening
21 709 16:33 31:14 — ⚔ Drush
16 536 14:16 27:37 — ⚔ Scout Rush
12 394 15:01 29:45 — ⚔ Archer Rush
11 385 15:04 25:21 —
10 324 12:29 22:04 — ⛏ Fast Castle
5 172 — — —
3 87 — — —
2 63 — — —

Resources

Player Food Wood Gold Stone Spent Collected
7,960 6,700 1,705 200 16,565 18,397
5,460 4,015 1,640 100 11,215 14,146
5,835 4,040 575 100 10,550 13,639
3,350 2,550 1,285 100 7,285 12,708
3,875 2,625 340 300 7,140 7,492
500 700 0 200 1,400 828
0 275 0 100 375 0
0 192 0 0 192 63
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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