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African Clearing

505475912Analyzed
4v4 RM · 2mo ago on Sep 9, 2026· 20m 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
🇷🇺 Spanish · Russia
1439
+12
🇭🇰 Koreans · Hong Kong SAR China
1426
+13
1408
+13
🇨🇳 Lithuanians · China
1383
+14
vs
🇰🇷 Britons · South Korea
1437
-17
🇰🇷 Vietnamese · South Korea
1397
-15
🇰🇷 Maya · South Korea
1282
-10
🇰🇷 Berbers · South Korea
1281
-10
Player eAPM Actions Feudal Castle Imperial Opening
48 1,010 13:05 17:09 — ⛏ Fast Castle
48 1,003 13:16 17:48 — ⚔ Archer Rush
45 941 12:22 — — ⚔ M@A into Skirms
40 844 12:20 — — ⚔ Archer Rush
37 778 12:35 17:09 — ⛏ Fast Castle
32 678 12:34 18:45 — ⛏ Fast Castle
28 590 15:27 19:44 — ⛏ Fast Castle
22 466 13:45 17:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,525 2,215 900 850 8,490 7,767
4,130 2,747 860 300 8,037 7,511
3,735 2,713 1,000 200 7,648 7,346
3,250 2,100 250 850 6,450 6,306
3,550 2,465 250 100 6,365 6,691
3,675 2,075 505 100 6,355 6,034
3,795 1,731 585 125 6,236 6,504
3,250 843 300 1,440 5,833 5,943
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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