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African Clearing

511157828Analyzed
4v4 RM · 9d ago on Oct 4, 2026· 30m 54s· 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 · Brazil
1446
+14
🇧🇷 Berbers · Brazil
1440
+14
🇧🇷 Maya · Brazil
1395
+16
🇧🇷 Persians · Brazil
1321
+18
vs
🇲🇽 Huns · Mexico
1455
-19
🇦🇷 Romans · Argentina
1433
-17
🇧🇷 Persians · Brazil
1358
-14
🇹🇼 Magyars · Taiwan
1310
-12
Player eAPM Actions Feudal Castle Imperial Opening
51 1,590 12:38 16:53 — ⛏ Fast Castle
40 1,249 12:43 17:24 — ⛏ Fast Castle
40 1,246 13:04 27:45 — ⚔ M@A into Towers
38 1,183 11:51 18:17 — ⛏ Fast Castle
30 935 13:13 18:00 — ⛏ Fast Castle
29 890 13:13 17:14 — ⛏ Fast Castle
25 782 13:49 21:05 — ⚔ Towers FC
22 665 18:12 — —

Resources

Player Food Wood Gold Stone Spent Collected
11,630 10,031 2,185 950 24,796 25,037
8,200 5,885 3,080 1,050 18,215 18,297
8,280 4,540 3,320 200 16,340 15,925
8,065 4,166 1,130 800 14,161 14,072
5,790 3,475 2,470 850 12,585 12,161
5,950 4,039 1,200 550 11,739 12,631
4,235 3,575 1,825 100 9,735 9,940
3,900 2,350 50 305 6,605 6,093
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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