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African Clearing

505912035Analyzed
4v4 RM · 21d ago on Sep 11, 2026· 25m 54s· 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
🇹🇷 Wu · Türkiye
1610
+14
🇹🇷 Khitans · Türkiye
1585
+15
🇹🇷 Huns · Türkiye
1520
+17
🇹🇷 Khmer · Türkiye
1482
+19
🇫🇷 Cumans · France
1610
-20
🇨🇴 Spanish · Colombia
1536
-15
🇧🇪 Jurchens · Belgium
1533
-15
🇯🇵 Inca · Japan
1524
-15
Player eAPM Actions Feudal Castle Imperial Opening
57 1,482 11:13 22:56 — ⚔ Archer Rush
54 1,400 12:13 24:21 — ⚔ Archer Rush
43 1,112 12:01 — — ⚔ Archer Rush
37 967 12:52 20:11 — ⚔ Archer Rush
36 933 14:53 21:49 — ⚔ Towers FC
31 794 12:31 24:29 — ⚔ Scout Rush
27 706 12:43 16:58 — ⛏ Fast Castle
27 692 14:14 18:10 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,160 4,015 625 1,050 11,850 12,591
5,760 3,535 1,750 625 11,670 11,536
6,110 2,948 800 650 10,508 11,395
5,735 3,277 1,125 100 10,237 9,960
3,800 3,517 2,245 225 9,787 9,564
3,850 3,552 1,680 230 9,312 10,247
5,385 2,357 370 200 8,312 7,889
3,800 2,247 600 1,125 7,772 7,460
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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