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African Clearing

510527799Analyzed
4v4 RM · 14h ago on Oct 1, 2026· 33m 0s· 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
🇸🇪 Mongols · Sweden
1268
+14
🇮🇳 Huns · India
1233
+21
🇨🇳 Spanish · China
1227
+16
🇨🇳 Khmer · China
1226
+16
🇩🇪 Poles · Germany
1274
-17
🇨🇿 Saracens · Czechia
1262
-17
🇩🇪 Persians · Germany
1214
-15
🇦🇺 Saxons · Australia
1168
-13
Player eAPM Actions Feudal Castle Imperial Opening
33 1,074 14:02 — — ⚔ Scout Rush
31 1,035 13:46 19:58 —
31 1,016 11:52 15:35 — ⛏ Fast Castle
28 911 14:47 18:42 — ⛏ Fast Castle
20 663 14:45 18:47 — ⛏ Fast Castle
18 586 13:53 20:02 — ⚔ M@A FC
17 572 21:25 26:02 — ⛏ Fast Castle
16 540 12:59 23:42 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,250 6,411 7,175 750 25,586 26,250
8,710 8,261 4,005 410 21,386 24,504
7,155 5,949 1,460 970 15,534 17,297
6,705 5,054 1,985 935 14,679 16,067
5,220 3,565 1,165 200 10,150 12,885
5,475 2,653 385 955 9,468 9,349
5,230 3,095 575 300 9,200 11,058
2,920 2,555 50 100 5,625 5,721
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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