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African Clearing

506155560Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 25m 4s· 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
🇦🇷 Mongols · Argentina
1655
+15
🇹🇼 Koreans · Taiwan
1645
+16
🇦🇷 Italians · Argentina
1598
+18
🇨🇱 Mapuche · Chile
1554
+19
🇲🇽 Chinese · Mexico
1750
-22
🇯🇴 Slavs · Jordan
1638
-17
🇧🇪 Wei · Belgium
1594
-15
🇨🇦 Mongols · Canada
1560
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 1,270 13:41 19:43 — ⚔ Scout Rush
40 1,007 11:56 — — ⚔ Archer Rush
38 941 19:43 23:38 — ⛏ Fast Castle
36 897 — — —
35 872 13:53 18:51 — ⛏ Fish Boom FC
31 777 12:35 18:48 — ⚔ Scouts FC
29 720 17:45 — —
27 689 14:22 20:16 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,510 5,149 985 855 12,499 12,271
5,450 4,572 1,200 850 12,072 12,083
6,245 4,352 1,110 100 11,807 11,783
5,325 3,216 1,470 0 10,011 10,077
5,025 3,298 1,100 205 9,628 9,361
4,325 2,911 590 855 8,681 9,950
2,710 2,264 50 200 5,224 5,226
2,600 1,801 50 200 4,651 4,100
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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