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African Clearing

510452343Analyzed
4v4 RM · 9h ago on Oct 1, 2026· 34m 12s· 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 · Ecuador
1379
+14
🇨🇦 Shu · Canada
1375
+14
🇨🇴 Malians · Colombia
1374
+14
🇺🇸 Aztecs · United States
1211
+20
🇺🇸 Poles · United States
1370
-17
🇮🇳 Danes · India
1361
-17
1303
-15
🇨🇴 Huns · Colombia
1261
-13
Player eAPM Actions Feudal Castle Imperial Opening
50 1,709 12:09 24:56 — ⚔ Archers into Skirms
35 1,200 12:19 20:49 — ⚔ M@A FC
29 999 16:14 21:08 — ⚔ Scout Rush
27 911 12:58 22:48 — ⚔ M@A Rush
21 706 12:27 17:02 — ⛏ Fast Castle
19 662 13:47 18:22 — ⛏ Fast Castle
19 633 14:06 17:43 — ⛏ Fish Boom FC
19 650 12:54 23:37 — ⚔ M@A into Archers

Resources

Player Food Wood Gold Stone Spent Collected
13,065 8,370 5,195 950 27,580 28,884
8,925 9,693 3,385 425 22,428 23,315
9,420 6,625 1,925 585 18,555 20,529
6,425 4,879 3,915 200 15,419 15,600
8,725 4,976 1,000 500 15,201 17,505
6,225 4,270 1,140 1,515 13,150 13,704
7,525 4,505 250 800 13,080 19,301
3,050 2,303 250 685 6,288 6,604
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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