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African Clearing

510297558Analyzed
4v4 RM · 2h ago on Sep 30, 2026· 47m 59s· 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
🇪🇸 Japanese · Spain
1057
+15
🇬🇧 Huns · United Kingdom
1017
+16
🇨🇿 Dravidians · Czechia
955
+19
🇹🇷 Spanish · Türkiye
910
+20
🇨🇳 Koreans · China
1080
-20
🇹🇼 Japanese · Taiwan
1049
-19
🇨🇳 Franks · China
992
-16
🇨🇳 Vikings · China
962
-44
Player eAPM Actions Feudal Castle Imperial Opening
29 1,409 15:03 20:07 35:53 ⚔ Scout Rush
29 1,376 14:00 18:44 37:08 ⛏ Fast Castle
28 1,362 14:28 23:23 39:54 ⛏ Fast Castle
15 722 13:40 22:17 38:39 ⛏ Fast Castle
14 653 14:50 20:28 38:48 ⛏ Fast Castle
11 526 15:04 21:57 37:48 ⛏ Fish Boom FC
2 119 — — —
1 66 — — —

Resources

Player Food Wood Gold Stone Spent Collected
13,300 37,061 11,915 5,130 67,406 67,419
21,925 10,330 11,535 3,190 46,980 50,665
20,325 11,726 9,560 3,730 45,341 48,669
21,645 11,313 6,875 2,575 42,408 58,789
18,150 7,082 9,220 2,480 36,932 44,013
15,915 6,715 9,135 1,400 33,165 35,454
400 350 0 100 850 529
0 325 0 100 425 364
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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