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African Clearing

513507635Analyzed
4v4 RM · 5d ago on Oct 14, 2026· 20m 16s· 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
🇺🇸 Huns · United States
1438
+13
🇧🇷 Maya · Brazil
1436
+14
🇪🇸 Varangians · Spain
1377
+16
🇨🇦 Cumans · Canada
1345
+17
vs
🇦🇷 Turks · Argentina
1403
-16
🇦🇷 Burmese · Argentina
1381
-15
🇧🇷 Sicilians · Brazil
1378
-15
🇦🇷 Huns · Argentina
1351
-14
Player eAPM Actions Feudal Castle Imperial Opening
65 1,322 12:14 — — ⚔ M@A into Towers into Skirms
54 1,094 13:03 — — ⚔ Archer Rush
47 944 13:10 20:03 — ⚔ M@A FC
42 859 12:41 — — ⚔ Tower Rush
37 754 13:26 — — ⚔ Archer Rush
32 654 13:32 17:51 — ⛏ Fast Castle
24 492 13:47 19:05 — ⚔ Scout Rush
22 450 13:05 17:01 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,215 1,777 550 200 7,742 7,476
3,725 2,850 730 115 7,420 7,536
3,650 2,018 770 235 6,673 6,475
3,990 1,988 430 100 6,508 7,792
3,025 2,002 325 750 6,102 5,554
3,475 1,798 280 475 6,028 6,220
2,600 1,100 250 2,055 6,005 6,070
2,555 1,660 200 955 5,370 4,978
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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