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African Clearing

510285065Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 33m 11s· 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 · China
1230
+15
🇨🇳 Spanish · China
1215
+16
1195
+17
🇹🇼 Khitans · Taiwan
1154
+18
🇹🇷 Varangians · Türkiye
1237
-18
🇰🇷 Saxons · South Korea
1233
-17
🇮🇱 Persians · Israel
1212
-17
🇹🇼 Huns · Taiwan
1149
-14
Player eAPM Actions Feudal Castle Imperial Opening
49 1,631 12:19 19:57 — ⚔ Scout Rush
42 1,388 13:39 20:53 —
37 1,239 13:13 16:44 — ⛏ Fast Castle
37 1,223 14:13 18:05 — ⛏ Fast Castle
34 1,113 13:40 27:05 — ⚔ Scout Rush
22 742 13:46 18:55 — ⛏ Fast Castle
19 631 11:17 — — ⚔ Tower Rush
15 488 14:40 18:39 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,825 5,925 1,950 1,800 19,500 20,896
8,270 7,445 2,995 210 18,920 20,591
8,450 5,815 1,400 2,405 18,070 18,486
6,870 7,005 965 400 15,240 15,290
5,045 5,170 1,585 310 12,110 12,228
5,370 4,549 300 225 10,444 10,765
4,595 2,525 620 850 8,590 9,743
3,975 1,955 50 775 6,755 6,808
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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