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African Clearing

510747528Analyzed
4v4 RM · 10h ago on Oct 2, 2026· 28m 45s· 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
🇨🇦 Armenians · Canada
1610
+17
🇹🇷 Varangians · Türkiye
1608
+17
🇨🇿 Khitans · Czechia
1563
+19
🇹🇷 Koreans · Türkiye
1521
+20
1683
-21
🇨🇳 Koreans · China
1653
-19
🇨🇳 Magyars · China
1603
-17
🇹🇼 Japanese · Taiwan
1567
-16
Player eAPM Actions Feudal Castle Imperial Opening
49 1,408 12:35 25:42 — ⚔ Scout Rush
42 1,200 13:45 18:15 — ⛏ Fast Castle
41 1,185 13:45 17:52 23:33 ◆ FC into Fast Imp
32 928 14:12 18:52 — ⛏ Fast Castle
31 877 13:55 18:27 — ⛏ Fast Castle
24 681 13:24 26:20 — ⚔ M@A Rush
24 696 12:30 15:33 — ⛏ Fast Castle
22 636 13:18 17:21 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,525 4,941 2,005 1,055 13,526 13,588
4,350 5,720 1,275 870 12,215 12,689
5,700 4,579 1,010 850 12,139 12,670
4,835 5,051 2,000 200 12,086 11,738
5,425 2,862 1,500 755 10,542 9,933
5,580 4,025 400 100 10,105 9,866
5,710 2,690 1,230 225 9,855 9,880
2,990 1,168 550 100 4,808 4,704
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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