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African Clearing

505482943Analyzed
4v4 RM · 22d ago on Sep 9, 2026· 27m 37s· 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
🇪🇸 Muisca · Spain
1674
+11
🇫🇮 Ethiopians · Finland
1658
+12
🇧🇪 Tatars · Belgium
1650
+12
🇩🇪 Persians · Germany
1633
+13
🇩🇪 Mongols · Germany
1595
-13
🇨🇳 Bengalis · China
1591
-13
🇨🇳 Franks · China
1559
-12
🇨🇳 Slavs · China
1517
-10
Player eAPM Actions Feudal Castle Imperial Opening
55 1,508 15:06 — —
55 1,518 11:47 20:53 — ⚔ Archer Rush
50 1,381 13:24 17:26 — ⛏ Fast Castle
41 1,140 13:20 17:36 — ⚔ FC into Scouts
41 1,139 16:04 20:31 — ⚔ FC into Archers
36 982 12:41 16:19 — ⛏ Fast Castle
36 987 13:24 17:28 — ⛏ Fast Castle
33 906 11:28 22:49 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,045 4,721 1,380 300 13,446 13,641
5,435 5,230 2,340 200 13,205 13,049
5,000 4,874 3,025 100 12,999 13,505
6,280 4,687 1,520 270 12,757 11,991
6,645 4,196 1,555 200 12,596 12,458
5,120 3,232 390 375 9,117 10,463
4,775 2,554 845 330 8,504 8,419
3,760 2,537 860 100 7,257 7,395
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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