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African Clearing

511772883Analyzed
4v4 RM · 12d ago on Oct 6, 2026· 28m 3s· 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
1646
+10
🇨🇳 Spanish · China
1636
+10
🇨🇳 Huns · China
1606
+11
🇨🇳 Magyars · China
1578
+12
vs
🇹🇼 Danes · Taiwan
1579
-14
🇹🇼 Aztecs · Taiwan
1515
-11
🇦🇷 Mongols · Argentina
1490
-10
🇹🇼 Saxons · Taiwan
1429
-8
Player eAPM Actions Feudal Castle Imperial Opening
59 1,668 11:00 24:20 — ⚔ Scout Rush
41 1,149 12:25 16:20 — ⛏ Fast Castle
39 1,107 12:33 16:41 — ⛏ Fast Castle
36 1,004 11:47 21:36 — ⚔ Scout Rush
33 924 12:57 17:17 — ⛏ Fast Castle
32 897 12:53 17:12 — ⛏ Fast Castle
31 871 13:56 17:44 — ⛏ Fast Castle
30 844 13:35 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,380 6,539 435 925 15,279 15,989
9,145 4,435 575 200 14,355 14,744
5,895 6,084 1,895 200 14,074 13,998
6,165 3,883 390 1,400 11,838 11,912
4,500 4,345 775 1,165 10,785 11,924
5,300 3,090 1,130 750 10,270 11,151
4,100 3,277 880 855 9,112 9,785
2,350 2,694 365 430 5,839 6,184
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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