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African Clearing

506597538Analyzed
4v4 RM · 17d ago on Sep 14, 2026· 32m 46s· 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
1602
+7
🇨🇳 Persians · China
1597
+7
🇨🇳 Goths · China
1463
+12
🇮🇳 Huns · India
1407
+14
🇨🇳 Vietnamese · China
1427
-12
🇲🇽 Mongols · Mexico
1408
-11
🇨🇴 Maya · Colombia
1362
-9
🇺🇸 Gurjaras · United States
1335
-8
Player eAPM Actions Feudal Castle Imperial Opening
45 1,467 12:25 19:51 — ⚔ Scout Rush
34 1,114 15:48 — — ⛏ Fast Castle
32 1,045 13:56 17:52 — ⛏ Fast Castle
31 1,028 12:44 24:57 — ⚔ Archers into Towers
27 890 — — —
24 798 11:57 23:41 — ⚔ Scout Rush
23 751 13:10 21:51 — ⛏ Fast Castle
18 601 15:08 20:03 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,145 5,905 2,960 2,900 25,910 26,113
11,960 9,364 1,195 525 23,044 23,073
7,700 7,410 2,315 950 18,375 20,013
6,620 5,085 2,295 300 14,300 15,637
4,750 4,478 1,085 575 10,888 10,010
4,530 2,718 730 850 8,828 9,479
4,400 2,496 50 500 7,446 7,896
4,200 2,561 300 300 7,361 7,292
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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