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African Clearing

511355423Analyzed
4v4 RM · 12d ago on Oct 4, 2026· 21m 42s· 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
🇷🇸 Vikings · Serbia
1605
+10
🇧🇷 Khmer · Brazil
1537
+12
🇮🇹 Burgundians · Italy
1516
+13
🇲🇽 Muisca · Mexico
1487
+15
vs
🇦🇷 Burmese · Argentina
1479
-13
🇲🇽 Aztecs · Mexico
1467
-13
🇦🇷 Sicilians · Argentina
1444
-12
🇧🇷 Shu · Brazil
1438
-12
Player eAPM Actions Feudal Castle Imperial Opening
66 1,432 14:15 — — ⚔ Archer Rush
49 1,069 15:01 19:05 — ⛏ Fast Castle
48 1,037 14:47 18:54 — ⛏ Fast Castle
47 1,016 13:23 — — ⚔ M@A into Skirms
46 994 13:14 17:59 — ⚔ Archer Rush
34 740 13:43 21:14 — ⚔ Fish Boom into Scouts
34 733 15:07 — — ⚔ Archer Rush
24 514 14:11 18:49 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,420 3,001 925 300 9,646 9,445
4,340 2,950 1,225 200 8,715 8,185
4,205 3,720 250 300 8,475 8,200
3,850 2,603 825 100 7,378 7,002
3,540 2,436 795 235 7,006 7,067
4,350 1,584 250 650 6,834 7,508
3,275 2,182 415 225 6,097 6,427
3,095 2,245 265 100 5,705 6,382
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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