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African Clearing

510547501Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 29m 48s· 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
🇭🇰 Wei · Hong Kong SAR China
899
+14
🇨🇳 Burmese · China
888
+14
🇨🇳 Persians · China
854
+16
🇦🇷 Spanish · Argentina
821
+17
🇹🇼 Mongols · Taiwan
942
-19
914
-18
🇵🇰 Huns · Pakistan
773
-12
🇨🇳 Poles · China
772
-12
Player eAPM Actions Feudal Castle Imperial Opening
47 1,395 14:01 21:37 — ⚔ Archer Rush
26 772 15:16 20:01 — ⛏ Fast Castle
21 616 15:04 19:33 — ⛏ Fast Castle
19 569 21:29 27:48 — ⛏ Fast Castle
16 474 15:38 20:09 — ⛏ Fast Castle
16 469 14:07 23:15 — ⛏ Fast Castle
15 442 13:41 — —
9 263 20:09 27:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,475 4,498 1,130 1,600 12,703 13,664
5,535 5,632 350 300 11,817 12,221
5,015 4,614 485 975 11,089 11,804
4,760 3,478 1,000 200 9,438 9,900
4,480 3,395 635 850 9,360 10,126
3,425 3,804 100 1,485 8,814 11,463
3,565 2,260 610 1,075 7,510 7,433
3,625 2,610 350 100 6,685 8,845
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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