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African Clearing

510551579Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 31m 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
🇹🇷 Khmer · Türkiye
1758
+12
🇷🇺 Jurchens · Russia
1689
+15
🇨🇴 Mongols · Colombia
1637
+17
🇦🇷 Malians · Argentina
1553
+20
🇹🇼 Cumans · Taiwan
1680
-17
🇹🇼 Khmer · Taiwan
1669
-16
🇹🇼 Japanese · Taiwan
1649
-16
1640
-15
Player eAPM Actions Feudal Castle Imperial Opening
46 1,415 14:43 18:34 — ⛏ Fast Castle
41 1,279 11:53 — — ⚔ Archer Rush
40 1,245 12:09 21:43 — ⚔ Scout Rush
37 1,137 14:24 23:05 — ⛏ Fish Boom
33 1,037 12:36 18:53 — ⛏ Fast Castle
31 950 10:55 25:59 — ⚔ Scout Rush
27 831 13:38 18:27 — ⚔ Towers FC
22 688 12:18 23:10 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,770 5,113 4,250 300 21,433 21,069
8,200 6,155 1,000 1,060 16,415 16,357
8,715 4,090 2,740 850 16,395 16,439
6,670 7,153 1,250 300 15,373 16,529
5,945 5,045 3,390 300 14,680 14,123
5,200 3,364 1,155 1,800 11,519 11,608
5,075 3,693 720 200 9,688 11,100
2,900 3,499 685 325 7,409 6,749
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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