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African Clearing

503111729Analyzed
4v4 RM · 1mo ago on Aug 30, 2026· 20m 13s· 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
Dark Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇨🇳 Ethiopians · China
1391
+13
🇨🇳 Georgians · China
1323
+16
🇭🇰 Burgundians · Hong Kong SAR China
1310
+17
🇭🇰 Huns · Hong Kong SAR China
1226
+21
🇪🇸 Cumans · Spain
1461
-22
🇦🇷 Vikings · Argentina
1327
-17
🇨🇳 Lithuanians · China
1297
-15
🇨🇳 Bulgarians · China
1233
-12
Player eAPM Actions Feudal Castle Imperial Opening
85 1,726 14:06 — — ⚔ Scout Rush
60 1,224 11:40 — — ⚔ Scout Rush
57 1,153 11:46 — — ⚔ Scout Rush
40 812 12:03 15:43 — ⛏ Fast Castle
31 633 13:44 17:40 — ⛏ Fast Castle
29 579 10:55 — — ⚔ Archer Rush
27 548 13:00 — — ⚔ M@A Rush
22 451 12:56 17:56 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,850 2,948 250 300 7,348 6,666
3,460 2,290 390 750 6,890 6,723
2,925 2,708 730 225 6,588 6,839
3,675 2,008 100 375 6,158 6,807
3,425 1,825 330 235 5,815 5,692
3,180 2,258 50 225 5,713 5,592
3,310 1,880 250 100 5,540 5,960
2,700 1,089 170 130 4,089 4,250
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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