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African Clearing

503826193Analyzed
4v4 RM · 1mo ago on Sep 2, 2026· 27m 40s· 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
🇨🇳 Huns · China
1240
+15
🇨🇳 Jurchens · China
1217
+16
🇹🇼 Berbers · Taiwan
1206
+17
🇨🇳 Persians · China
1195
+17
🇻🇳 Magyars · Vietnam
1266
-18
🇹🇼 Spanish · Taiwan
1223
-16
🇯🇵 Vietnamese · Japan
1198
-15
🇨🇴 Goths · Colombia
1185
-15
Player eAPM Actions Feudal Castle Imperial Opening
65 1,796 12:58 17:30 — ⚔ FC into Scouts
49 1,355 12:26 25:50 — ⚔ Scout Rush
46 1,273 12:57 18:40 — ⛏ Fast Castle
38 1,039 14:00 19:19 — ⚔ Scout Rush
33 924 11:33 22:01 — ⚔ Scout Rush
30 823 16:19 20:56 — ⛏ Fish Boom FC
22 596 15:27 19:19 — ⛏ Fast Castle
22 604 13:14 18:56 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,910 6,230 585 500 18,225 18,248
6,750 3,880 1,820 300 12,750 12,554
4,625 4,469 250 1,075 10,419 10,656
5,185 3,367 955 230 9,737 10,249
4,320 2,877 385 135 7,717 7,394
4,440 2,406 630 205 7,681 8,202
5,060 2,150 350 100 7,660 9,514
2,740 1,644 385 750 5,519 5,737
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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