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African Clearing

510731671Analyzed
4v4 RM · 2h ago on Oct 2, 2026· 22m 58s· 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
🇨🇳 Mapuche · China
1583
+13
🇨🇳 Huns · China
1457
+18
🇨🇳 Varangians · China
1457
+18
🇨🇳 Spanish · China
1453
+18
🇨🇳 Wei · China
1551
-19
🇹🇼 Japanese · Taiwan
1521
-17
🇪🇸 Magyars · Spain
1490
-16
🇫🇷 Khmer · France
1455
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 1,147 13:32 — — ⚔ Fish Boom into Archers
50 1,160 13:51 19:01 — ⛏ Fast Castle
43 983 10:51 — — ⚔ Scout Rush
35 808 12:49 — — ⚔ Scout Rush
31 721 11:41 — — ⚔ Scout Rush
30 692 13:17 20:44 —
23 537 13:48 18:56 — ⛏ Fast Castle
18 405 12:51 16:45 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,220 5,648 775 100 10,743 11,741
4,360 2,719 1,070 755 8,904 8,572
4,700 3,708 250 205 8,863 9,536
5,280 2,936 350 100 8,666 8,917
3,300 3,682 1,425 200 8,607 7,821
5,445 2,056 100 250 7,851 8,100
3,515 2,855 50 225 6,645 7,540
4,030 1,611 325 325 6,291 6,480
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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