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African Clearing

510703057Analyzed
4v4 RM · 19h ago on Oct 2, 2026· 26m 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
🇧🇷 Berbers · Brazil
1423
+13
🇨🇴 Mongols · Colombia
1335
+17
🇨🇳 Varangians · China
1335
+17
🇨🇳 Persians · China
1367
-17
🇺🇸 Malay · United States
1360
-16
🇨🇳 Spanish · China
1339
-16
🇨🇳 Varangians · China
1332
-15
Player eAPM Actions Feudal Castle Imperial Opening
58 1,528 12:33 21:38 — ⚔ Scout Rush
40 1,073 13:11 16:49 — ⛏ Fish Boom FC
36 958 13:14 17:10 — ⛏ Fast Castle
33 881 13:39 17:51 — ⛏ Fast Castle
33 865 11:42 18:23 — ⛏ Fast Castle
28 730 13:30 17:33 — ⛏ Fast Castle
24 627 14:45 18:52 — ⛏ Fast Castle
17 462 14:06 21:09 — ⚔ Fish Boom into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
7,230 5,715 1,135 300 14,380 14,831
6,175 3,973 1,660 235 12,043 12,975
5,120 5,685 680 200 11,685 11,703
5,205 4,418 730 950 11,303 11,633
4,675 3,598 1,180 950 10,403 10,462
3,975 2,685 470 1,050 8,180 8,243
4,980 1,865 650 200 7,695 9,359
3,150 1,513 370 855 5,888 6,265
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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