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African Clearing

512375666Analyzed
4v4 RM · 8d ago on Oct 9, 2026· 25m 24s· 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
🇦🇷 Koreans · Argentina
1117
+13
🇹🇼 Varangians · Taiwan
1094
+14
🇦🇷 Persians · Argentina
1036
+17
🇨🇳 Ethiopians · China
1004
+19
vs
🇨🇿 Danes · Czechia
1094
-17
🇩🇪 Huns · Germany
1062
-16
🇰🇼 Romans · Kuwait
1054
-16
🇳🇴 Britons · Norway
1013
-14
Player eAPM Actions Feudal Castle Imperial Opening
46 1,159 14:28 21:13 — ⛏ Fast Castle
44 1,115 13:15 18:26 — ⛏ Fast Castle
27 681 14:06 20:30 — ⛏ Fast Castle
24 608 14:18 18:39 — ⛏ Fast Castle
21 535 14:28 18:04 — ⛏ Fast Castle
18 465 14:03 21:36 — ⚔ Archer Rush
16 410 11:50 19:24 — ⛏ Fast Castle
14 352 16:12 19:53 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,170 2,300 2,000 300 10,770 11,568
5,865 3,300 1,215 200 10,580 10,405
5,655 2,940 250 470 9,315 9,144
5,150 3,005 920 200 9,275 9,880
3,845 3,070 1,680 300 8,895 8,689
4,225 2,956 1,160 200 8,541 8,695
3,525 2,336 865 1,400 8,126 7,369
3,700 2,225 250 300 6,475 7,754
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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