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African Clearing

510886133Analyzed
4v4 RM · 2h ago on Oct 3, 2026· 24m 26s· 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
🇨🇳 Maya · China
1605
+12
🇧🇷 Mongols · Brazil
1604
+12
🇨🇱 Bengalis · Chile
1413
+21
🇺🇸 Inca · United States
1405
+21
🇲🇽 Britons · Mexico
1604
-20
🇨🇴 Dravidians · Colombia
1505
-16
🇧🇷 Saxons · Brazil
1498
-16
🇧🇷 Turks · Brazil
1455
-14
Player eAPM Actions Feudal Castle Imperial Opening
55 1,340 11:08 — — ⚔ Scouts into Archers
54 1,310 11:04 22:08 — ⚔ Archers into Towers
44 1,080 12:25 16:52 — ⛏ Fast Castle
32 778 15:18 18:57 — ⛏ Fish Boom FC
32 772 14:46 20:15 — ⛏ Fast Castle
30 732 13:21 — — ⚔ Scout Rush
24 577 12:28 20:17 — ⚔ Towers FC
20 477 12:43 — — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,000 3,368 1,375 1,400 11,143 11,154
5,050 4,450 525 500 10,525 10,302
5,010 2,700 880 100 8,690 9,744
3,800 2,880 570 1,365 8,615 8,606
3,325 2,828 1,075 250 7,478 7,697
4,055 2,828 200 0 7,083 8,368
4,190 2,419 335 0 6,944 8,709
3,425 2,016 340 1,030 6,811 6,072
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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