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African Clearing

510505415Analyzed
4v4 RM · 12h ago on Oct 1, 2026· 20m 23s· 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
🇮🇳 Ethiopians · India
1411
+14
🇨🇳 Japanese · China
1407
+14
🇹🇼 Hindustanis · Taiwan
1367
+16
🇦🇷 Varangians · Argentina
1366
+16
🇫🇷 Romans · France
1457
-18
🇸🇪 Huns · Sweden
1370
-15
🇸🇪 Tatars · Sweden
1367
-15
🇨🇳 Britons · China
1291
-12
Player eAPM Actions Feudal Castle Imperial Opening
47 959 14:28 — — ⛏ Fish Boom FC
45 914 13:51 17:47 — ⛏ Fish Boom FC
38 767 14:27 18:12 — ⛏ Fast Castle
37 751 14:03 — — ⛏ Fast Castle
27 542 13:08 17:10 — ⚔ FC into Archers
25 505 13:15 17:42 — ⛏ Fast Castle
23 460 13:28 19:59 — ⛏ Fast Castle
16 317 12:44 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,760 4,078 350 100 8,288 8,658
4,450 2,434 200 400 7,484 6,733
3,475 2,941 485 30 6,931 6,915
3,775 2,380 250 300 6,705 6,446
3,375 1,847 895 100 6,217 6,897
3,800 1,775 400 100 6,075 6,817
3,200 1,405 200 0 4,805 6,842
3,100 1,237 300 100 4,737 5,133
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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