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African Clearing

504338044Analyzed
4v4 RM · 29d ago on Sep 4, 2026· 23m 47s· 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 · Hungary
1677
+10
🇨🇭 Bulgarians · Switzerland
1413
+21
🇧🇷 Huns · Brazil
1409
+21
🇬🇧 Hindustanis · United Kingdom
1402
+21
🇨🇳 Berbers · China
1550
-19
🇩🇪 Mongols · Germany
1519
-18
🇦🇷 Khmer · Argentina
1508
-18
🇦🇷 Huns · Argentina
1507
-18
Player eAPM Actions Feudal Castle Imperial Opening
41 969 14:07 19:38 — ⛏ Fast Castle
37 869 12:21 — — ⚔ Archer Rush
32 757 13:45 18:48 — ⛏ Fast Castle
31 747 13:00 19:34 — ⛏ Fast Castle
29 691 13:42 17:14 — ⛏ Fast Castle
29 700 15:19 19:11 — ⛏ Fish Boom FC
28 664 13:24 17:29 — ⛏ Fast Castle
25 596 12:57 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,425 4,108 1,320 100 9,953 10,444
4,300 3,145 1,120 750 9,315 8,935
5,695 3,010 150 100 8,955 9,149
3,750 3,324 1,470 225 8,769 8,497
3,900 2,525 1,060 300 7,785 8,064
3,810 2,028 475 1,025 7,338 7,360
3,100 2,235 1,015 750 7,100 6,895
3,435 2,125 660 270 6,490 6,365
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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