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African Clearing

510768742Analyzed
4v4 RM · 5h ago on Oct 2, 2026· 22m 7s· 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
🇨🇳 Turks · China
1416
+13
🇲🇴 Gurjaras · Macao SAR China
1407
+13
🇹🇼 Koreans · Taiwan
1381
+14
🇹🇼 Khmer · Taiwan
1371
+15
🇦🇺 Khmer · Australia
1450
-17
🇨🇳 Saxons · China
1375
-15
🇨🇳 Spanish · China
1308
-12
🇨🇳 Persians · China
1266
-11
Player eAPM Actions Feudal Castle Imperial Opening
65 1,448 10:58 — — ⚔ Scout Rush
38 848 12:27 18:38 — ⛏ Fast Castle
33 725 12:54 — — ⚔ Scout Rush
31 686 13:27 17:04 — ⛏ Fast Castle
23 505 14:05 17:52 — ⛏ Fast Castle
23 504 13:11 20:41 — ⚔ Scout Rush
21 458 14:00 — — ⚔ Scout Rush
18 388 13:57 19:03 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,370 1,920 1,115 100 7,505 7,539
3,200 2,788 1,060 200 7,248 7,062
4,015 2,272 250 245 6,782 7,262
4,030 2,073 250 225 6,578 6,774
4,100 2,215 150 100 6,565 7,829
3,590 2,155 250 480 6,475 6,318
2,850 1,191 370 750 5,161 5,495
3,100 1,762 50 100 5,012 5,513
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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