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African Clearing

506931395Analyzed
4v4 RM · 16d ago on Sep 15, 2026· 34m 56s· 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
🇫🇷 Franks · France
1277
+12
🇯🇴 Spanish · Jordan
1248
+14
🇩🇪 Saracens · Germany
1233
+14
🇲🇽 Huns · Mexico
1225
+15
🇹🇷 Aztecs · Türkiye
1225
-15
🇹🇷 Maya · Türkiye
1198
-14
🇹🇷 Huns · Türkiye
1197
-14
🇮🇱 Turks · Israel
1162
-12
Player eAPM Actions Feudal Castle Imperial Opening
36 1,256 15:47 20:34 —
32 1,119 13:20 24:55 — ⚔ Scout Rush
31 1,089 14:01 18:59 — ⛏ Fish Boom FC
29 1,001 14:36 19:02 — ⛏ Fast Castle
21 723 13:00 21:54 — ⚔ Scout Rush
19 655 13:00 17:14 — ⛏ Fast Castle
19 655 14:45 19:17 — ⛏ Fast Castle
15 518 13:00 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,365 7,189 2,470 850 18,874 21,987
7,575 4,082 1,335 2,050 15,042 15,150
6,895 3,965 2,060 1,225 14,145 16,040
7,720 4,231 1,525 300 13,776 14,012
6,190 5,060 590 1,900 13,740 13,930
4,100 4,175 2,940 2,050 13,265 12,457
6,390 3,140 320 390 10,240 10,943
4,025 2,803 250 400 7,478 7,060
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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