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African Clearing

510528574Analyzed
4v4 RM · 16h ago on Oct 1, 2026· 34m 14s· 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
🇹🇼 Danes · Taiwan
1336
+7
1224
+11
1111
+15
🇹🇼 Franks · Taiwan
1006
+27
🇹🇼 Celts · Taiwan
1117
-14
🇫🇷 Spanish · France
1111
-13
🇦🇹 Varangians · Austria
1099
-13
🇪🇸 Mongols · Spain
1088
-12
Player eAPM Actions Feudal Castle Imperial Opening
26 895 13:13 18:36 — ⚔ Scout Rush
26 881 12:42 16:33 30:03 ⛏ Fast Castle
25 863 14:05 19:04 — ⛏ Fast Castle
25 869 14:16 19:11 — ⛏ Fast Castle
21 719 13:25 17:32 — ⛏ Fast Castle
20 696 16:07 19:59 — ⛏ Fast Castle
15 523 15:24 — —
3 105 — — —

Resources

Player Food Wood Gold Stone Spent Collected
14,135 6,635 5,580 2,250 28,600 29,611
7,700 7,793 3,085 1,835 20,413 21,351
9,880 6,918 2,525 850 20,173 22,875
9,395 5,592 2,495 1,005 18,487 19,337
7,935 4,725 1,835 950 15,445 17,377
8,155 3,923 1,690 1,145 14,913 17,183
3,750 2,939 50 130 6,869 8,185
700 325 50 100 1,175 790
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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