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African Clearing

504755828Analyzed
4v4 RM · 24d ago on Sep 6, 2026· 23m 59s· 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
🇨🇳 Berbers · China
1528
+13
🇹🇼 Tupi · Taiwan
1505
+14
🇨🇳 Jurchens · China
1475
+15
1472
+15
🇨🇳 Spanish · China
1539
-17
🇭🇰 Mongols · Hong Kong SAR China
1464
-15
🇨🇳 Romans · China
1445
-14
🇨🇳 Vietnamese · China
1377
-11
Player eAPM Actions Feudal Castle Imperial Opening
52 1,259 13:00 20:12 — ⚔ Archer Rush
52 1,242 13:39 18:18 — ⛏ Fast Castle
52 1,246 11:45 — — ⚔ Tower Rush
48 1,150 13:27 17:49 — ⛏ Fast Castle
35 849 12:59 16:31 — ⛏ Fast Castle
33 799 14:14 18:22 — ⛏ Fast Castle
30 716 13:01 16:49 — ⛏ Fast Castle
21 502 12:36 — — ⚔ M@A into Skirms FC

Resources

Player Food Wood Gold Stone Spent Collected
4,800 3,978 1,060 200 10,038 10,169
4,875 3,225 1,480 230 9,810 9,591
4,175 3,235 600 1,645 9,655 9,172
4,595 2,886 660 900 9,041 8,919
3,850 2,031 930 750 7,561 7,416
4,400 1,976 310 770 7,456 7,258
3,300 2,253 350 655 6,558 7,123
3,250 2,625 475 200 6,550 6,182
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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