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African Clearing

506012151Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 24m 13s· 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 · Brazil
1789
+13
🇨🇦 Magyars · Canada
1760
+14
🇧🇷 Spanish · Brazil
1705
+17
🇧🇷 Maya · Brazil
1665
+18
🇨🇱 Hindustanis · Chile
1853
-20
🇨🇱 Slavs · Chile
1785
-18
🇨🇱 Wu · Chile
1706
-15
🇨🇱 Burmese · Chile
1548
-9
Player eAPM Actions Feudal Castle Imperial Opening
54 1,310 12:35 — — ⚔ Scout Rush
50 1,208 11:36 — — ⚔ Archer Rush
46 1,125 13:36 17:43 — ⛏ Fast Castle
41 988 11:19 22:45 — ⚔ Scout Rush
40 958 13:35 17:32 — ⛏ Fast Castle
40 964 12:02 — — ⚔ Archer Rush
36 881 13:29 18:33 — ⛏ Fast Castle
31 743 12:18 16:11 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,885 3,992 1,515 100 10,492 10,743
5,495 3,005 1,010 850 10,360 10,882
5,450 3,035 250 965 9,700 10,767
5,150 3,695 250 300 9,395 9,122
5,425 2,667 400 0 8,492 9,200
4,150 2,515 1,290 0 7,955 9,961
4,345 3,217 50 225 7,837 8,262
3,100 2,108 250 325 5,783 5,050
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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