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African Clearing

510712316Analyzed
4v4 RM · 6h ago on Oct 2, 2026· 24m 55s· 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
🇨🇳 Huns · China
1241
+16
🇨🇳 Spanish · China
1234
+17
🇨🇴 Vietnamese · Colombia
1231
+17
🇺🇸 Aztecs · United States
1173
+19
🇨🇳 Varangians · China
1303
-20
🇨🇳 Lithuanians · China
1294
-19
🇮🇳 Danes · India
1222
-16
🇩🇪 Vietnamese · Germany
1162
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 1,091 13:56 18:29 — ⛏ Fish Boom FC
37 917 13:34 17:17 — ⛏ Fast Castle
35 881 13:47 17:28 — ⛏ Fast Castle
29 724 12:33 — — ⚔ Scout Rush
23 571 14:11 17:44 — ⛏ Fast Castle
23 579 14:22 17:58 — ⛏ Fast Castle
21 514 14:38 21:37 — ⛏ Fast Castle
10 246 15:01 23:40 — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,745 5,845 250 400 14,240 13,849
4,665 3,285 600 1,325 9,875 9,712
4,600 3,465 250 1,050 9,365 9,380
4,525 2,610 850 1,095 9,080 8,807
4,225 2,675 850 775 8,525 8,066
3,605 2,750 300 450 7,105 7,230
3,675 2,025 525 755 6,980 7,274
4,175 2,236 200 110 6,721 8,342
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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