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African Clearing

506013784Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 27m 55s· 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
🇨🇱 Khmer · Chile
1125
+11
🇦🇷 Spanish · Argentina
1042
+15
🇦🇷 Japanese · Argentina
975
+17
🇦🇷 Hindustanis · Argentina
966
+19
🇨🇳 Magyars · China
1080
-18
🇨🇦 Bengalis · Canada
1018
-16
🇦🇷 Jurchens · Argentina
971
-14
🇺🇸 Chinese · United States
970
-14
Player eAPM Actions Feudal Castle Imperial Opening
33 927 13:55 17:19 — ⛏ Fast Castle
32 897 17:17 — — ⚔ Towers into Scouts
31 873 14:13 18:29 — ⛏ Fast Castle
27 751 17:21 — — ⚔ Scout Rush
25 688 13:47 20:15 — ⛏ Fast Castle
21 581 13:32 20:57 —
20 560 14:51 — —
18 504 14:48 19:35 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,790 4,181 2,160 200 11,331 11,817
5,315 2,902 1,550 300 10,067 11,305
4,990 2,745 1,090 750 9,575 10,905
5,030 3,380 100 100 8,610 9,194
3,815 2,796 430 1,495 8,536 8,120
3,670 2,313 250 650 6,883 7,004
3,370 2,450 190 350 6,360 7,498
2,400 1,485 50 200 4,135 5,472
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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