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African Clearing

510352605Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 36m 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
🇮🇳 Vietnamese · India
1151
+14
🇮🇳 Huns · India
1151
+14
🇹🇼 Poles · Taiwan
1144
+14
🇹🇼 Saxons · Taiwan
1093
+20
🇺🇸 Huns · United States
1138
-16
🇪🇸 Chinese · Spain
1107
-15
🇪🇸 Mongols · Spain
1107
-15
🇩🇪 Saxons · Germany
1089
-14
Player eAPM Actions Feudal Castle Imperial Opening
37 1,371 13:57 21:01 —
26 956 14:43 19:16 — ⛏ Fast Castle
25 940 12:06 15:48 31:19 ⛏ Fast Castle
23 844 13:19 22:19 — ⚔ Scout Rush
21 772 14:20 19:31 — ⛏ Fast Castle
21 783 15:44 27:59 — ⛏ Fast Castle
21 788 12:58 27:31 — ⚔ Scout Rush
17 646 14:34 18:30 — ⚔ Archers FC

Resources

Player Food Wood Gold Stone Spent Collected
15,795 15,465 6,255 2,350 39,865 44,993
10,105 6,891 2,750 1,165 20,911 22,472
12,595 5,060 780 1,600 20,035 20,987
8,945 4,530 3,855 850 18,180 18,929
6,965 6,910 2,260 850 16,985 18,584
6,675 6,005 2,940 300 15,920 18,204
7,085 4,636 1,925 355 14,001 14,344
3,950 3,275 275 300 7,800 7,640
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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