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African Clearing

510521212Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 22m 14s· 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
🇨🇳 Varangians · China
1550
+13
🇨🇳 Armenians · China
1545
+13
🇨🇳 Bengalis · China
1528
+14
🇨🇳 Mongols · China
1488
+17
🇨🇳 Huns · China
1571
-17
🇬🇧 Huns · United Kingdom
1478
-14
🇨🇳 Magyars · China
1455
-13
🇨🇳 Vietnamese · China
1449
-13
Player eAPM Actions Feudal Castle Imperial Opening
51 1,144 11:48 — — ⚔ Towers into Archers
50 1,119 11:12 — — ⚔ M@A Rush
47 1,042 12:50 17:14 — ⛏ Fast Castle
37 817 14:18 18:03 — ⛏ Fish Boom FC
36 810 11:04 — — ⚔ Scout Rush
34 758 13:43 18:46 — ⛏ Fast Castle
34 748 11:01 — — ⚔ Scout Rush
19 412 13:26 21:50 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,420 3,889 935 750 8,994 8,816
4,875 2,645 1,120 200 8,840 8,904
5,160 2,595 350 225 8,330 7,698
4,725 2,686 675 100 8,186 7,698
4,050 1,938 625 125 6,738 6,602
2,220 1,785 1,000 975 5,980 5,948
3,075 1,100 250 770 5,195 4,998
2,960 1,725 140 170 4,995 4,472
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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