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African Clearing

506860354Analyzed
4v4 RM · 17d ago on Sep 15, 2026· 15m 47s· 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
🇹🇼 Goths · Taiwan
1122
+13
🇹🇼 Mongols · Taiwan
1092
+14
🇹🇼 Ethiopians · Taiwan
1045
+16
🇹🇼 Hindustanis · Taiwan
890
+22
🇺🇿 Malay · Uzbekistan
1075
-18
🇹🇼 Hindustanis · Taiwan
1044
-16
🇩🇪 Vietnamese · Germany
1028
-32
🇵🇪 Inca · Peru
1022
-15
Player eAPM Actions Feudal Castle Imperial Opening
28 444 11:41 — — ⚔ Scout Rush
25 389 13:54 — —
23 369 15:31 — —
18 279 — — —
18 280 14:29 — —
15 236 14:30 — —
15 232 — — — ⚔ Drush
12 191 14:16 — —

Resources

Player Food Wood Gold Stone Spent Collected
1,925 1,675 140 200 3,940 3,749
2,320 1,100 75 100 3,595 3,855
1,950 1,175 150 100 3,375 3,297
2,220 992 50 0 3,262 3,364
2,050 1,006 50 100 3,206 3,575
1,600 650 110 100 2,460 2,918
1,450 650 50 100 2,250 2,209
1,300 725 50 100 2,175 2,599
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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