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African Clearing

510532151Analyzed
4v4 RM · 16h ago on Oct 1, 2026· 27m 55s· 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
🇬🇧 Saxons · United Kingdom
1420
+15
🇩🇪 Huns · Germany
1385
+16
🇨🇳 Maya · China
1381
+16
🇨🇳 Khitans · China
1375
+16
🇦🇷 Magyars · Argentina
1425
-17
🇹🇼 Spanish · Taiwan
1383
-16
🇦🇷 Shu · Argentina
1382
-16
🇹🇼 Berbers · Taiwan
1351
-14
Player eAPM Actions Feudal Castle Imperial Opening
69 1,931 11:31 22:54 — ⚔ Scout Rush
42 1,162 12:49 16:44 — ⛏ Fast Castle
42 1,184 13:47 17:54 — ⛏ Fast Castle
41 1,131 14:18 20:03 — ⚔ Scout Rush
39 1,094 13:00 — — ⚔ Tower Rush
30 830 14:47 18:43 — ⛏ Fast Castle
27 747 14:23 19:25 — ⛏ Fish Boom FC
20 565 11:14 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,515 4,525 1,365 500 12,905 12,960
5,450 4,344 2,070 950 12,814 12,729
6,875 3,758 1,090 950 12,673 13,347
5,325 3,699 1,515 200 10,739 12,143
6,320 3,080 420 455 10,275 10,291
4,395 3,993 850 200 9,438 9,647
3,875 1,638 300 1,100 6,913 6,660
2,505 1,694 50 360 4,609 4,851
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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