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African Clearing

505605327Analyzed
4v4 RM · 21d ago on Sep 10, 2026· 28m 27s· 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
🇨🇳 Magyars · China
995
+13
🇨🇳 Huns · China
992
+14
🇨🇳 Vietnamese · China
978
+14
🇨🇳 Khmer · China
949
+15
🇦🇺 Teutons · Australia
982
-15
🇩🇪 Huns · Germany
981
-16
🇮🇪 Spanish · Ireland
902
-13
🇮🇳 Mongols · India
886
-21
Player eAPM Actions Feudal Castle Imperial Opening
54 1,528 16:48 21:04 — ⛏ Fast Castle
29 831 14:27 18:54 — ⛏ Fast Castle
26 739 14:47 19:08 — ⚔ FC into Scouts
19 535 15:18 19:19 — ⛏ Fast Castle
18 506 12:57 20:24 — ⛏ Fast Castle
17 477 16:51 — —
14 391 16:42 22:13 — ⛏ Fast Castle
9 269 14:37 19:32 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,260 3,625 3,760 950 15,595 15,897
6,105 3,558 1,600 300 11,563 11,516
5,470 4,110 975 950 11,505 11,900
6,225 3,550 800 200 10,775 13,328
5,050 3,740 200 400 9,390 11,313
4,000 2,720 200 950 7,870 8,457
2,700 2,106 250 265 5,321 6,744
2,150 1,440 50 225 3,865 7,117
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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