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African Clearing

511495101Analyzed
4v4 RM · 12d ago on Oct 5, 2026· 28m 25s· 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
🇨🇳 Mongols · China
1671
+4
🇨🇳 Wei · China
1410
+12
🇨🇳 Burmese · China
1344
+15
🇨🇳 Vietnamese · China
969
+27
vs
🇵🇹 Huns · Portugal
1322
-15
🇹🇷 Japanese · Türkiye
1317
-15
🇫🇷 Persians · France
1312
-14
🇨🇳 Danes · China
1299
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 1,450 12:20 16:13 — ⛏ Fast Castle
42 1,201 13:02 20:46 — ⛏ Fast Castle
36 1,036 13:18 22:23 — ⚔ Scout Rush
35 1,002 13:21 17:55 — ⛏ Fish Boom FC
31 880 13:56 18:09 — ⛏ Fast Castle
27 762 13:40 18:35 — ⛏ Fast Castle
19 554 12:43 18:54 — ⛏ Fast Castle
15 421 13:45 18:00 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,580 4,575 890 950 14,995 15,482
6,980 6,278 250 1,150 14,658 15,079
7,430 4,371 1,175 300 13,276 14,366
4,650 4,657 2,255 850 12,412 12,210
5,175 5,517 535 1,125 12,352 12,652
5,350 4,245 430 950 10,975 11,774
6,810 2,662 650 425 10,547 10,429
4,150 2,863 250 1,605 8,868 8,973
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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