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African Clearing

504484063Analyzed
4v4 RM · 26d ago on Sep 5, 2026· 42m 50s· 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
1188
+14
🇨🇳 Byzantines · China
1080
+19
1051
+20
🇨🇳 Japanese · China
957
+24
🇪🇸 Spanish · Spain
1182
-21
🇮🇳 Bohemians · India
1132
-19
🇹🇼 Huns · Taiwan
1123
-19
🇩🇪 Mongols · Germany
1111
-18
Player eAPM Actions Feudal Castle Imperial Opening
42 1,797 18:25 23:09 — ⛏ Fast Castle
33 1,416 14:12 18:12 33:15 ⛏ Fast Castle
32 1,377 16:34 21:54 41:49 ⛏ Fast Castle
28 1,187 16:15 20:26 40:21 ⛏ Fast Castle
23 990 16:48 22:57 39:26 ⛏ Fast Castle
19 814 14:16 21:14 32:37 ⛏ Fish Boom FC
18 765 12:40 18:58 — ⛏ Fast Castle
3 134 — — —

Resources

Player Food Wood Gold Stone Spent Collected
19,520 9,735 7,120 2,550 38,925 43,641
15,410 11,820 7,065 1,850 36,145 44,694
12,755 17,712 2,720 1,175 34,362 59,454
14,620 8,333 6,350 1,705 31,008 34,404
9,800 9,333 6,410 850 26,393 29,736
9,100 9,335 4,505 1,700 24,640 26,545
7,380 8,018 2,150 2,450 19,998 23,139
200 275 50 100 625 200
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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