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African Clearing

504194015Analyzed
4v4 RM · 29d ago on Sep 4, 2026· 31m 15s· 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
🇺🇸 Khmer · United States
801
+8
🇨🇳 Magyars · China
772
+9
🇬🇧 Malians · United Kingdom
762
+9
🇦🇺 Persians · Australia
693
+12
722
-13
🇨🇳 Bohemians · China
667
-11
🇭🇰 Spanish · Hong Kong SAR China
604
-9
🇨🇳 Huns · China
446
-5
Player eAPM Actions Feudal Castle Imperial Opening
32 998 14:17 25:27 — ⚔ Scout Rush
12 376 25:36 — — ⚔ Scout Rush
12 390 14:02 21:32 — ⛏ Fast Castle
6 173 — — —
0 3 — — —
0 3 — — —
0 5 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
7,770 5,159 1,755 965 15,649 16,897
7,880 3,630 100 100 11,710 12,190
6,500 4,315 250 300 11,365 14,014
200 350 0 100 650 114
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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