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African Clearing

506431993Analyzed
4v4 RM · 17d ago on Sep 13, 2026· 34m 30s· 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
🇨🇳 Franks · China
1182
+15
1171
+15
🇨🇳 Byzantines · China
1129
+17
🇵🇪 Magyars · Peru
1060
+19
🇹🇷 Vietnamese · Türkiye
1169
-17
🇩🇪 Mongols · Germany
1152
-17
🇲🇽 Burgundians · Mexico
1135
-16
🇹🇷 Vikings · Türkiye
1126
-16
Player eAPM Actions Feudal Castle Imperial Opening
53 1,824 12:28 23:16 — ⚔ Scout Rush
31 1,084 12:05 20:53 33:55 ⚔ M@A FC
25 868 13:35 18:57 — ⚔ Scouts FC
21 720 15:15 21:15 — ⛏ Fast Castle
19 661 15:19 20:53 — ⛏ Fast Castle
15 515 16:21 21:27 — ⛏ Fast Castle
14 479 12:41 22:54 — ⛏ Fast Castle
14 469 13:30 20:52 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,300 9,320 2,825 300 23,745 25,041
10,185 5,962 3,820 200 20,167 21,718
8,440 7,101 1,055 2,280 18,876 23,109
5,875 6,213 5,310 200 17,598 17,259
7,670 5,405 3,310 215 16,600 17,782
4,935 3,095 925 100 9,055 9,843
3,305 2,350 340 200 6,195 6,710
3,770 2,024 250 100 6,144 7,304
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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