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African Clearing

512479201Analyzed
4v4 RM · 5d ago on Oct 9, 2026· 21m 15s· 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
🇹🇷 Dravidians · Türkiye
1481
+10
🇹🇷 Magyars · Türkiye
1434
+12
🇹🇷 Italians · Türkiye
1360
+15
🇹🇷 Slavs · Türkiye
1318
+17
vs
🇨🇴 Magyars · Colombia
1355
-14
🇹🇼 Huns · Taiwan
1349
-14
🇦🇷 Tatars · Argentina
1336
-13
🇺🇾 Mongols · Uruguay
1329
-13
Player eAPM Actions Feudal Castle Imperial Opening
59 1,259 13:51 18:22 — ⛏ Fast Castle
37 779 18:05 — — ⛏ Fast Castle
30 639 13:47 18:49 — ⛏ Fast Castle
28 600 12:22 16:37 — ⛏ Fast Castle
27 571 15:50 20:40 — ⛏ Fast Castle
22 463 13:12 19:44 — ⛏ Fast Castle
20 429 14:48 19:21 — ⛏ Fast Castle
11 235 15:23 20:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,325 2,590 935 850 8,700 8,248
4,100 2,523 250 750 7,623 7,608
3,800 2,735 660 200 7,395 7,555
4,250 1,928 250 200 6,628 7,214
4,125 1,985 300 100 6,510 7,512
4,325 1,645 250 100 6,320 7,676
3,325 1,650 250 100 5,325 6,314
3,300 1,100 250 100 4,750 6,830
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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