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African Clearing

510575250Analyzed
4v4 RM · 5h ago on Oct 1, 2026· 18m 50s· 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
🇨🇳 Varangians · China
1518
+12
🇨🇳 Franks · China
1471
+14
🇨🇳 Armenians · China
1423
+16
🇦🇷 Vietnamese · Argentina
1393
+16
🇬🇧 Saxons · United Kingdom
1460
-16
🇹🇷 Franks · Türkiye
1428
-15
🇺🇸 Japanese · United States
1397
-14
🇺🇸 Britons · United States
1383
-13
Player eAPM Actions Feudal Castle Imperial Opening
52 977 14:50 18:23 — ⛏ Fast Castle
44 824 13:04 — — ⚔ M@A Rush
43 806 13:34 17:35 — ⛏ Fast Castle
32 596 13:07 17:05 — ⛏ Fast Castle
28 529 13:05 17:31 — ⛏ Fast Castle
27 518 13:38 17:36 — ⛏ Fast Castle
19 358 14:01 17:47 — ⛏ Fast Castle
13 246 13:39 — — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,605 2,361 475 100 6,541 5,847
3,675 2,290 250 300 6,515 6,503
3,250 2,056 250 850 6,406 6,645
3,000 2,685 250 400 6,335 6,228
3,075 2,305 610 200 6,190 5,636
3,550 1,378 250 750 5,928 6,176
3,440 1,523 475 225 5,663 5,222
2,275 1,046 315 100 3,736 3,438
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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