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African Clearing

511455329Analyzed
4v4 RM · 13d ago on Oct 5, 2026· 29m 51s· 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
🇺🇸 Varangians · United States
1098
+12
🇹🇼 Vietnamese · Taiwan
1079
+13
🇮🇳 Italians · India
1078
+13
🇺🇸 Chinese · United States
1050
+15
vs
🇦🇷 Franks · Argentina
1042
-14
🇨🇱 Danes · Chile
1024
-13
🇺🇾 Celts · Uruguay
1000
-40
🇺🇾 Byzantines · Uruguay
1000
-40
Player eAPM Actions Feudal Castle Imperial Opening
25 745 13:54 22:30 —
23 693 25:09 — — ⚔ Archer Rush
21 626 15:56 25:04 — ⚔ Archer Rush
17 499 14:03 20:08 — ⛏ Fast Castle
16 467 — — —
12 373 14:18 20:35 — ⛏ Fast Castle
7 204 19:20 — — ⚔ M@A Rush
4 125 — — — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
6,075 4,937 1,730 100 12,842 13,215
6,715 3,361 870 950 11,896 12,009
5,150 4,435 1,255 850 11,690 12,905
4,825 3,995 250 950 10,020 10,490
3,645 2,380 180 100 6,305 8,917
3,050 2,283 205 200 5,738 6,101
2,150 1,405 50 105 3,710 3,320
1,700 1,455 240 110 3,505 4,259
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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