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African Clearing

510328659Analyzed
4v4 RM · 2h ago on Sep 30, 2026· 20m 51s· 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
🇨🇳 Franks · China
1253
+12
🇧🇪 Magyars · Belgium
1197
+14
1163
+15
🇹🇼 Saxons · Taiwan
1134
+17
🇪🇬 Magyars · Egypt
1176
-15
🇦🇷 Huns · Argentina
1157
-15
🇺🇸 Mongols · United States
1143
-14
🇵🇱 Lithuanians · Poland
1134
-14
Player eAPM Actions Feudal Castle Imperial Opening
50 1,052 12:09 — — ⚔ Archer Rush
41 847 14:50 18:50 — ⛏ Fast Castle
25 516 13:45 19:01 — ⛏ Fast Castle
24 499 12:48 — — ⚔ Scout Rush
23 479 13:52 — — ⚔ Scout Rush
21 443 14:23 — — ⛏ Fish Boom FC
21 445 14:51 — — ⚔ Scout Rush
21 443 14:50 19:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,800 3,465 250 100 7,615 8,737
3,875 1,759 595 850 7,079 6,692
3,130 3,387 50 100 6,667 6,679
2,995 2,208 390 875 6,468 5,764
3,700 1,975 675 100 6,450 5,853
3,945 1,826 50 100 5,921 6,555
3,210 2,530 50 100 5,890 6,643
2,570 1,723 565 100 4,958 4,870
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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