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African Clearing

510998241Analyzed
4v4 RM · 13d ago on Oct 3, 2026· 21m 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
🇨🇳 Aztecs · China
1795
+12
🇨🇳 Italians · China
1756
+13
🇨🇳 Ethiopians · China
1716
+15
🇨🇳 Vikings · China
1598
+20
vs
🇨🇳 Maya · China
1727
-16
🇻🇳 Sicilians · Vietnam
1724
-16
🇦🇷 Japanese · Argentina
1688
-15
1643
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 1,052 15:23 — — ⚔ Fish Boom into Towers
48 1,056 12:47 — — ⚔ Scout Rush
48 1,055 11:49 — — ⚔ M@A FC
40 874 11:59 — — ⚔ M@A Rush
40 881 10:41 — — ⚔ Scout Rush
38 831 12:18 16:03 — ⛏ Fast Castle
36 778 12:35 17:11 — ⚔ FC into Archers
23 493 13:18 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,705 3,050 375 1,425 9,555 9,736
4,175 2,719 1,760 200 8,854 8,556
4,250 2,240 840 850 8,180 7,850
4,610 2,683 350 0 7,643 8,057
3,910 2,526 410 230 7,076 6,863
3,300 2,126 260 725 6,411 6,456
3,315 1,806 50 100 5,271 5,136
1,850 1,100 50 100 3,100 3,465
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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