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African Clearing

512955014Analyzed
4v4 RM · 7d ago on Oct 11, 2026· 26m 18s· 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
1226
+14
🇬🇧 Mongols · United Kingdom
1195
+15
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1139
+17
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1129
+18
vs
🇨🇳 Malians · China
1195
-17
🇨🇳 Danes · China
1175
-16
🇨🇳 Muisca · China
1169
-16
🇷🇴 Vikings · Romania
1143
-15
Player eAPM Actions Feudal Castle Imperial Opening
43 1,132 13:38 23:25 — ⚔ Scout Rush
42 1,114 13:24 23:20 — ⚔ Scout Rush
33 868 12:22 25:53 — ⚔ Archer Rush
33 877 13:37 — — ⚔ Drush into Scouts
25 645 13:29 17:38 — ⛏ Fast Castle
25 645 14:13 24:06 —
24 641 13:20 — — ⚔ Towers into Champis
21 552 15:45 21:48 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
9,280 3,590 390 100 13,360 13,574
5,355 3,260 675 850 10,140 10,954
5,165 3,578 875 400 10,018 10,585
4,745 4,231 520 300 9,796 9,655
4,800 3,429 975 100 9,304 10,566
3,980 3,269 410 350 8,009 8,322
3,525 2,116 390 895 6,926 8,367
4,775 1,500 410 100 6,785 7,719
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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