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African Clearing

506141278Analyzed
4v4 RM · 21d ago on Sep 12, 2026· 47m 58s· 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
🇧🇷 Berbers · Brazil
1551
+15
🇺🇸 Tupi · United States
1501
+17
1491
+18
🇨🇳 Spanish · China
1487
+18
1560
-18
1554
-18
1520
-17
🇨🇳 Mongols · China
1471
-15
Player eAPM Actions Feudal Castle Imperial Opening
60 2,882 11:30 23:19 — ⚔ Scout Rush
57 2,755 12:09 23:47 39:48 ⚔ Archers into Towers
48 2,285 14:11 18:00 — ⛏ Fast Castle
47 2,264 11:25 18:26 36:22 ⛏ Fast Castle
34 1,638 13:38 23:17 38:33 ⚔ Tower Rush
33 1,601 12:56 17:49 40:45 ⛏ Fast Castle
29 1,383 14:08 18:41 — ⛏ Fast Castle
23 1,108 12:26 38:23 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,980 12,327 14,355 3,660 52,322 53,877
14,540 24,273 7,175 5,550 51,538 54,282
20,005 17,660 8,875 3,630 50,170 53,321
18,220 15,831 7,870 2,255 44,176 45,575
18,620 10,540 8,315 1,150 38,625 42,649
11,070 12,269 5,345 2,750 31,434 34,438
7,405 5,018 300 225 12,948 15,903
3,250 4,396 1,550 1,700 10,896 10,285
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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