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African Clearing

512997393Analyzed
4v4 RM · 6d ago on Oct 11, 2026· 20m 24s· 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
🇦🇷 Wei · Argentina
1668
+16
🇦🇷 Franks · Argentina
1614
+18
🇦🇷 Goths · Argentina
1614
+18
🇨🇱 Magyars · Chile
1581
+19
vs
🇦🇷 Armenians · Argentina
1742
-20
🇬🇧 Bengalis · United Kingdom
1641
-17
🇳🇱 Inca · Netherlands
1633
-17
🇧🇪 Muisca · Belgium
1627
-17
Player eAPM Actions Feudal Castle Imperial Opening
64 1,309 12:23 16:10 — ⛏ Fast Castle
49 1,001 11:34 — — ⚔ Scout Rush
48 972 13:16 19:32 — ⚔ Champi Rush
48 975 10:47 — — ⚔ Scout Rush
40 822 11:56 — — ⚔ M@A into Towers
38 770 12:36 — — ⚔ M@A Rush
29 585 13:21 17:21 — ⛏ Fast Castle
28 563 11:19 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,925 3,485 1,065 100 8,575 7,934
4,025 3,161 250 300 7,736 7,220
4,765 2,538 250 100 7,653 7,292
4,560 1,676 710 200 7,146 6,952
3,550 2,750 50 225 6,575 6,048
2,575 2,036 50 1,150 5,811 6,298
3,235 1,432 275 225 5,167 5,489
3,050 1,162 210 350 4,772 5,175
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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