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African Clearing

510391745Analyzed
4v4 RM · 17h ago on Sep 30, 2026· 27m 32s· 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
🇦🇷 Burmese · Argentina
1577
+12
🇦🇹 Persians · Austria
1557
+13
1527
+14
🇹🇷 Tupi · Türkiye
1508
+15
🇫🇷 Maya · France
1606
-17
🇫🇷 Goths · France
1547
-16
🇩🇪 Khmer · Germany
1482
-13
🇫🇷 Vietnamese · France
1320
-8
Player eAPM Actions Feudal Castle Imperial Opening
41 1,128 11:28 23:34 — ⚔ Archer Rush
38 1,058 12:21 16:02 — ⛏ Fast Castle
35 967 13:26 17:10 — ⛏ Fast Castle
33 909 13:10 18:36 — ⛏ Fast Castle
33 913 12:15 16:37 — ⛏ Fast Castle
27 736 13:31 18:41 — ⛏ Fast Castle
21 588 13:33 17:27 — ⛏ Fast Castle
15 405 14:41 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,600 4,296 2,050 950 12,896 12,678
5,125 5,164 2,165 200 12,654 12,820
4,575 4,153 2,145 775 11,648 12,211
5,275 3,985 1,520 750 11,530 11,864
5,925 3,337 250 950 10,462 10,963
5,005 3,349 1,530 200 10,084 11,332
5,025 2,992 655 850 9,522 9,678
2,875 2,740 50 700 6,365 7,300
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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