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African Clearing

505585449Analyzed
4v4 RM · 21d ago on Sep 10, 2026· 22m 55s· 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
🇲🇽 Tatars · Mexico
1400
+15
🇲🇽 Sicilians · Mexico
1386
+15
🇲🇽 Magyars · Mexico
1362
+16
🇺🇸 Vietnamese · United States
1320
+18
🇳🇿 Berbers · New Zealand
1419
-18
🇲🇽 Vietnamese · Mexico
1381
-17
🇲🇽 Muisca · Mexico
1356
-16
🇨🇳 Cumans · China
1305
-13
Player eAPM Actions Feudal Castle Imperial Opening
36 820 12:56 — — ⚔ Scout Rush
34 790 14:28 18:20 — ⛏ Fast Castle
31 713 13:27 17:28 — ⛏ Fast Castle
29 665 12:55 — —
27 612 11:35 — — ⚔ Archer Rush
27 615 13:58 18:14 — ⛏ Fast Castle
24 544 12:12 — — ⛏ Fast Castle
21 475 13:27 17:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,730 3,190 100 100 10,120 10,468
3,750 3,290 1,480 400 8,920 8,289
5,250 3,061 250 200 8,761 10,613
4,300 2,400 250 850 7,800 7,816
3,705 2,084 490 850 7,129 7,037
3,525 2,295 300 200 6,320 6,072
3,325 2,066 820 100 6,311 6,565
2,675 1,777 100 560 5,112 5,298
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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