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African Clearing

511021628Analyzed
4v4 RM · 9h ago on Oct 3, 2026· 27m 16s· 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
🇨🇳 Huns · China
1137
+9
🇨🇳 Mongols · China
1071
+11
🇨🇳 Vietnamese · China
985
+15
🇨🇳 Magyars · China
833
+20
🇹🇷 Magyars · Türkiye
1008
-16
🇬🇧 Vietnamese · United Kingdom
971
-14
🇵🇪 Spanish · Peru
962
-14
🇦🇷 Chinese · Argentina
894
-11
Player eAPM Actions Feudal Castle Imperial Opening
32 868 13:46 19:01 — ⛏ Fast Castle
29 798 13:54 — — ⚔ Towers into Archers
27 730 12:35 17:21 — ⛏ Fast Castle
24 648 14:22 20:02 — ⛏ Fast Castle
24 662 15:44 20:22 — ⛏ Fast Castle
16 436 15:46 21:00 — ⛏ Fast Castle
14 373 17:15 22:41 — ⛏ Fast Castle
11 298 16:45 23:49 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,575 4,020 630 400 11,625 12,574
4,535 3,544 1,920 750 10,749 11,096
6,015 2,485 1,180 750 10,430 11,346
4,975 2,418 1,010 850 9,253 9,928
4,300 3,560 200 950 9,010 8,828
4,045 3,485 875 230 8,635 9,188
2,800 2,760 935 350 6,845 7,504
3,450 1,920 250 450 6,070 6,264
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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