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African Clearing

506063877Analyzed
4v4 RM · 21d ago on Sep 12, 2026· 20m 57s· 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
🇹🇼 Italians · Taiwan
1695
+16
🇹🇼 Hindustanis · Taiwan
1608
+19
🇹🇼 Teutons · Taiwan
1547
+22
🇨🇳 Mongols · China
1534
+22
🇻🇳 Khitans · Vietnam
1786
-25
🇩🇿 Britons · Algeria
1668
-19
🇨🇳 Goths · China
1642
-18
🇺🇸 Wei · United States
1616
-17
Player eAPM Actions Feudal Castle Imperial Opening
52 1,081 11:21 — — ⚔ Scout Rush
50 1,054 11:33 — — ⚔ Archer Rush
46 966 11:08 — — ⚔ Scout Rush
40 847 13:12 19:58 — ⛏ Fast Castle
32 680 12:50 16:45 — ⚔ FC into Archers
31 649 13:55 18:05 — ⛏ Fast Castle
30 637 12:01 15:59 — ⛏ Fast Castle
21 430 13:55 18:09 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,475 2,985 350 100 8,910 9,138
3,575 3,190 655 400 7,820 7,558
3,775 2,425 930 125 7,255 6,366
3,775 2,805 250 400 7,230 7,001
4,100 2,277 50 225 6,652 6,486
2,935 1,987 475 425 5,822 5,249
2,900 1,523 250 750 5,423 5,098
3,085 1,587 435 125 5,232 5,036
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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