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African Clearing

505293276Analyzed
4v4 RM · 25d ago on Sep 8, 2026· 27m 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
🇲🇽 Japanese · Mexico
1458
+13
🇨🇭 Bulgarians · Switzerland
1417
+15
🇲🇽 Franks · Mexico
1368
+17
🇨🇱 Cumans · Chile
1350
+19
🇩🇪 Burmese · Germany
1416
-16
🇩🇪 Cumans · Germany
1415
-17
🇹🇷 Mongols · Türkiye
1389
-16
🇩🇪 Wei · Germany
1368
-15
Player eAPM Actions Feudal Castle Imperial Opening
61 1,670 13:25 25:51 — ⚔ Scouts into Skirms
43 1,180 13:13 18:15 — ⛏ Fast Castle
42 1,142 14:01 18:29 — ⛏ Fast Castle
33 897 13:14 25:59 — ⚔ Scout Rush
30 812 12:46 21:21 — ⚔ Scout Rush
24 654 12:17 — —
20 558 14:39 — —
17 456 13:32 20:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,225 5,060 1,300 300 14,885 15,063
5,870 3,862 1,210 950 11,892 12,472
5,895 4,272 1,270 200 11,637 11,187
4,820 3,155 2,250 900 11,125 10,764
6,040 3,826 400 100 10,366 11,242
4,600 3,828 390 100 8,918 9,535
3,785 3,175 50 700 7,710 7,939
3,200 2,054 495 875 6,624 6,306
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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