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African Clearing

505856541Analyzed
4v4 RM · 22d ago on Sep 11, 2026· 26m 3s· 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
🇫🇷 Saracens · France
1237
+13
🇨🇦 Tupi · Canada
1231
+13
🇨🇳 Aztecs · China
1127
+17
🇨🇳 Huns · China
1108
+19
🇺🇸 Magyars · United States
1209
-17
🇸🇰 Koreans · Slovakia
1191
-17
🇲🇽 Hindustanis · Mexico
1141
-15
🇨🇦 Mongols · Canada
1102
-13
Player eAPM Actions Feudal Castle Imperial Opening
41 1,075 13:27 — — ⚔ Archer Rush
41 1,072 14:15 18:04 — ⛏ Fast Castle
30 776 14:01 19:35 — ⛏ Fast Castle
28 730 13:37 20:42 —
27 715 12:46 24:34 — ⚔ Scout Rush
22 581 11:56 — — ⚔ Scout Rush
22 585 15:59 20:52 —
8 212 14:39 20:11 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,595 3,425 1,000 200 9,220 8,837
3,365 3,803 1,675 100 8,943 10,238
4,400 2,644 895 750 8,689 10,323
4,000 2,396 360 1,380 8,136 7,604
4,125 2,438 250 950 7,763 8,543
3,435 1,647 340 225 5,647 5,438
3,475 1,535 250 225 5,485 6,014
2,890 1,185 50 0 4,125 5,585
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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