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African Clearing

510322647Analyzed
4v4 RM · 8h ago on Sep 30, 2026· 21m 54s· 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
🇻🇳 Saracens · Vietnam
1210
+14
🇭🇰 Persians · Hong Kong SAR China
1193
+15
🇨🇳 Franks · China
1148
+17
🇨🇳 Varangians · China
1119
+18
🇵🇱 Burgundians · Poland
1174
-16
🇷🇪 Persians · Réunion
1171
-16
🇨🇳 Gurjaras · China
1170
-16
🇵🇱 Shu · Poland
1164
-16
Player eAPM Actions Feudal Castle Imperial Opening
48 1,049 15:32 19:41 — ⛏ Fast Castle
29 625 13:24 — — ⚔ Scout Rush
29 636 14:05 18:35 — ⛏ Fast Castle
27 589 13:39 — — ⚔ M@A into Scouts
24 517 14:32 20:28 — ⛏ Fish Boom FC
23 512 14:00 20:32 — ⛏ Fast Castle
20 444 15:00 20:46 — ⛏ Fish Boom FC
18 385 13:43 21:03 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,260 2,465 1,000 200 7,925 7,353
3,650 3,420 250 100 7,420 8,871
3,400 2,413 250 750 6,813 7,053
4,335 2,020 335 100 6,790 7,500
3,825 2,447 250 115 6,637 7,267
3,440 1,944 550 100 6,034 6,410
3,430 2,090 150 100 5,770 6,729
3,100 1,960 250 300 5,610 6,242
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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