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African Clearing

510294700Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 23m 14s· 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
🇨🇳 Saxons · China
1398
+15
🇨🇳 Varangians · China
1347
+17
🇹🇼 Vietnamese · Taiwan
1287
+19
🇭🇰 Shu · Hong Kong SAR China
1248
+20
🇨🇳 Persians · China
1381
-19
🇨🇳 Turks · China
1379
-19
🇹🇷 Lithuanians · Türkiye
1347
-17
🇻🇪 Mongols · Venezuela
1325
-16
Player eAPM Actions Feudal Castle Imperial Opening
43 1,006 14:39 — —
38 889 14:18 18:27 — ⛏ Fish Boom FC
33 778 14:58 20:57 — ⛏ Fast Castle
33 776 12:10 22:57 — ⚔ Archer Rush
32 742 14:22 — — ⚔ Scout Rush
31 729 14:12 19:07 — ⛏ Fast Castle
31 723 13:16 17:33 — ⛏ Fish Boom FC
19 437 14:02 18:17 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,675 5,072 1,505 300 11,552 11,118
5,450 3,719 1,235 105 10,509 11,336
4,575 3,910 360 850 9,695 9,458
4,585 3,144 500 300 8,529 8,207
3,880 3,428 700 100 8,108 7,980
3,780 2,240 340 775 7,135 7,727
3,230 3,105 240 100 6,675 7,667
2,000 1,250 50 100 3,400 5,562
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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