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African Clearing

510929936Analyzed
4v4 RM · 7h ago on Oct 3, 2026· 18m 56s· 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
🇹🇼 Spanish · Taiwan
1069
+13
🇨🇳 Berbers · China
1023
+15
🇹🇷 Huns · Türkiye
1009
+16
🇵🇪 Maya · Peru
986
+17
🇨🇳 Berbers · China
1159
-22
🇨🇳 Persians · China
1122
-20
🇭🇰 Magyars · Hong Kong SAR China
872
-10
🇨🇳 Huns · China
853
-9
Player eAPM Actions Feudal Castle Imperial Opening
34 639 12:17 17:43 — ⛏ Fast Castle
33 625 15:38 — —
32 599 14:38 — —
32 601 13:51 — — ⚔ Scout Rush
20 376 15:37 — —
19 358 13:04 — — ⚔ M@A into Towers
16 298 16:16 — —
15 285 16:40 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,900 2,185 250 200 6,535 6,317
2,750 2,455 150 850 6,205 6,379
4,680 1,274 150 100 6,204 6,102
3,470 1,515 110 100 5,195 5,812
2,300 1,706 20 100 4,126 4,352
2,325 1,430 50 100 3,905 3,978
2,050 1,352 50 120 3,572 4,582
1,825 1,245 50 100 3,220 3,263
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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