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African Clearing

510547599Analyzed
4v4 RM · 18h ago on Oct 1, 2026· 24m 31s· 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 · Argentina
1189
+14
🇨🇳 Vietnamese · China
1142
+16
🇫🇮 Danes · Finland
1132
+17
🇭🇰 Wei · Hong Kong SAR China
1110
+18
🇨🇳 Persians · China
1211
-19
🇨🇳 Burgundians · China
1138
-16
🇨🇳 Mongols · China
1133
-16
🇨🇳 Franks · China
1106
-14
Player eAPM Actions Feudal Castle Imperial Opening
39 948 14:30 19:09 — ⛏ Fast Castle
35 849 11:15 21:52 —
34 829 13:22 — — ⛏ Fish Boom
33 805 13:44 17:51 — ⛏ Fast Castle
28 692 12:45 17:42 — ⛏ Fast Castle
22 537 14:47 — — ⚔ Scout Rush
19 469 18:53 — — ⛏ Fast Castle
16 382 13:19 20:52 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,075 3,540 1,275 200 11,090 10,817
5,015 3,540 660 200 9,415 9,225
4,950 3,243 200 950 9,343 9,627
5,180 2,605 1,000 300 9,085 9,642
4,350 4,407 50 100 8,907 9,058
3,950 2,405 640 1,285 8,280 8,809
3,985 2,765 250 300 7,300 8,528
3,235 1,930 50 100 5,315 7,082
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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