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African Clearing

504333794Analyzed
4v4 RM · 27d ago on Sep 4, 2026· 41m 4s· 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
🇵🇾 Maya · Paraguay
1374
+10
🇦🇷 Magyars · Argentina
1203
+17
🇺🇸 Saracens · United States
1162
+19
🇵🇾 Wei · Paraguay
997
+25
🇩🇪 Khmer · Germany
1251
-19
🇸🇰 Sicilians · Slovakia
1238
-18
🇫🇷 Huns · France
1198
-17
🇺🇸 Britons · United States
1194
-17
Player eAPM Actions Feudal Castle Imperial Opening
47 1,911 13:15 17:47 — ⚔ FC into Scouts
35 1,437 12:41 16:53 35:43 ⛏ Fast Castle
26 1,084 14:43 19:39 — ⛏ Fast Castle
25 1,021 14:30 18:37 — ⛏ Fast Castle
24 992 14:12 22:06 40:17 ⛏ Fast Castle
21 855 15:38 26:19 — ⛏ Fast Castle
2 86 — — —
1 50 — — —

Resources

Player Food Wood Gold Stone Spent Collected
18,050 19,113 4,915 3,250 45,328 48,197
15,760 18,855 5,080 2,455 42,150 42,110
7,420 11,695 5,505 2,200 26,820 30,216
13,025 5,935 4,950 1,600 25,510 33,631
6,630 4,370 715 1,410 13,125 17,351
4,990 3,212 340 1,000 9,542 10,810
550 425 0 100 1,075 520
250 475 0 100 825 295
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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