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African Clearing

510335840Analyzed
4v4 RM · 17h ago on Sep 30, 2026· 20m 0s· 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
1717
+18
🇨🇳 Huns · China
1705
+19
🇨🇳 Magyars · China
1698
+19
🇨🇳 Mapuche · China
1690
+19
🇫🇷 Magyars · France
1809
-21
🇨🇭 Japanese · Switzerland
1781
-19
🇵🇪 Mongols · Peru
1741
-18
🇨🇳 Berbers · China
1714
-17
Player eAPM Actions Feudal Castle Imperial Opening
51 1,026 11:25 — — ⚔ Scout Rush
46 921 12:07 16:41 — ⛏ Fast Castle
39 776 13:47 18:12 — ⛏ Fast Castle
38 758 13:30 18:29 —
37 740 11:19 — — ⚔ Scout Rush
37 737 11:38 19:46 — ⚔ Scout Rush
36 717 13:27 17:19 — ⛏ Fast Castle
21 414 13:11 16:49 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,375 2,346 520 750 8,991 8,380
4,550 2,375 950 100 7,975 7,745
4,345 2,844 595 100 7,884 8,011
3,825 3,029 200 300 7,354 6,711
4,065 2,487 50 100 6,702 6,498
3,645 2,498 50 225 6,418 6,267
3,000 2,223 315 850 6,388 6,220
3,550 1,850 250 200 5,850 5,939
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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