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African Clearing

510512122Analyzed
4v4 RM · 9h ago on Oct 1, 2026· 24m 3s· 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
🇺🇸 Hindustanis · United States
1494
+13
🇵🇪 Khmer · Peru
1480
+14
🇫🇮 Slavs · Finland
1422
+16
🇦🇺 Franks · Australia
1417
+16
🇨🇳 Spanish · China
1452
-16
🇯🇵 Vietnamese · Japan
1451
-16
🇻🇳 Magyars · Vietnam
1442
-15
🇨🇳 Varangians · China
1348
-12
Player eAPM Actions Feudal Castle Imperial Opening
53 1,266 12:11 23:51 — ⚔ Scout Rush
51 1,225 12:47 23:33 — ⚔ Scout Rush
36 867 11:37 22:01 — ⚔ Scout Rush
30 721 13:06 17:46 — ⛏ Fast Castle
28 664 13:48 17:06 — ⛏ Fast Castle
24 579 13:33 17:35 — ⚔ FC into Towers
24 587 12:41 20:50 — ⚔ M@A Rush
15 351 13:11 20:48 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,695 2,954 250 0 8,899 9,446
4,750 2,350 515 950 8,565 8,331
4,910 2,556 350 225 8,041 8,430
4,690 1,925 400 750 7,765 7,917
3,650 2,085 570 960 7,265 7,431
3,850 1,838 300 1,105 7,093 6,416
3,300 2,480 250 810 6,840 7,065
3,750 1,850 300 805 6,705 7,094
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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