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African Clearing

510323547Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 19m 48s· 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
🇨🇳 Hindustanis · China
1223
+15
🇹🇷 Persians · Türkiye
1213
+15
🇦🇷 Vietnamese · Argentina
1200
+16
🇪🇸 Franks · Spain
1170
+17
🇹🇼 Goths · Taiwan
1356
-22
🇹🇼 Varangians · Taiwan
1192
-16
🇹🇼 Muisca · Taiwan
1171
-15
🇹🇼 Persians · Taiwan
1049
-10
Player eAPM Actions Feudal Castle Imperial Opening
45 891 12:44 — — ⚔ Scout Rush
35 693 12:10 — — ⚔ M@A Rush
33 658 12:24 18:11 — ⛏ Fast Castle
31 618 13:13 18:16 — ⚔ Champi Rush
31 624 13:36 19:41 — ⛏ Fast Castle
31 619 14:06 18:38 — ⛏ Fast Castle
26 514 13:52 — —
18 358 11:55 17:21 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,065 1,975 435 200 6,675 6,395
3,525 2,580 260 225 6,590 7,198
3,890 1,860 560 100 6,410 6,679
3,270 2,417 250 105 6,042 6,786
3,450 2,135 250 110 5,945 5,794
3,750 1,740 250 100 5,840 5,786
2,150 1,717 100 600 4,567 4,763
2,550 1,300 250 100 4,200 4,702
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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