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African Clearing

510467290Analyzed
4v4 RM · 5h ago on Oct 1, 2026· 24m 10s· 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
🇻🇳 Mongols · Vietnam
1333
+16
🇨🇦 Dravidians · Canada
1300
+18
🇨🇦 Koreans · Canada
1289
+18
🇨🇦 Goths · Canada
1280
+18
🇺🇸 Franks · United States
1357
-18
🇺🇸 Poles · United States
1339
-18
🇨🇳 Georgians · China
1325
-17
🇺🇸 Khitans · United States
1318
-17
Player eAPM Actions Feudal Castle Imperial Opening
33 793 12:09 — — ⚔ Archer Rush
32 763 12:57 — — ⚔ Scout Rush
26 625 14:08 18:05 — ⛏ Fast Castle
24 591 14:22 18:15 — ⛏ Fast Castle
23 553 14:28 — — ⚔ Fish Boom into Scouts into Towers
23 562 11:35 19:46 — ⚔ Scout Rush
16 397 13:49 17:53 — ⛏ Fast Castle
15 372 16:32 — —

Resources

Player Food Wood Gold Stone Spent Collected
5,400 2,965 250 400 9,015 9,099
5,305 2,037 655 755 8,752 9,283
4,860 2,225 1,120 100 8,305 9,322
3,310 3,406 1,020 100 7,836 7,558
3,040 2,215 250 100 5,605 5,477
2,760 2,095 50 100 5,005 5,316
2,145 2,095 95 350 4,685 3,960
2,350 675 50 100 3,175 5,132
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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