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African Clearing

510342965Analyzed
4v4 RM · 14h ago on Sep 30, 2026· 23m 49s· 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 · Taiwan
1230
+16
🇨🇳 Sicilians · China
1214
+16
1212
+16
🇨🇭 Persians · Switzerland
1212
+16
🇺🇸 Saxons · United States
1240
-16
🇪🇨 Lithuanians · Ecuador
1238
-17
🇨🇱 Vietnamese · Chile
1226
-16
🇪🇸 Franks · Spain
1190
-15
Player eAPM Actions Feudal Castle Imperial Opening
39 929 13:38 17:26 — ⛏ Fast Castle
38 905 17:31 — —
29 686 12:03 21:32 — ⚔ Scout Rush
28 657 16:09 20:50 — ⛏ Fast Castle
27 641 13:17 18:19 — ⛏ Fast Castle
24 566 17:43 — — ⛏ Fast Castle
22 525 12:54 20:33 — ⛏ Fast Castle
16 388 13:45 18:18 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,500 3,835 375 305 9,015 9,229
4,810 2,666 1,025 225 8,726 8,658
4,330 3,021 700 300 8,351 7,796
3,925 2,861 525 990 8,301 8,326
4,270 2,214 400 760 7,644 7,416
4,575 2,473 250 300 7,598 7,999
4,545 1,400 350 925 7,220 7,401
3,710 1,766 50 200 5,726 5,399
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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