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African Clearing

506884123Analyzed
4v4 RM · 16d ago on Sep 15, 2026· 24m 18s· 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
🇹🇷 Huns · Türkiye
1456
+14
🇭🇰 Magyars · Hong Kong SAR China
1445
+15
🇧🇷 Vietnamese · Brazil
1428
+16
🇨🇳 Spanish · China
1382
+18
🇨🇳 Burgundians · China
1597
-23
🇨🇳 Magyars · China
1528
-20
🇨🇳 Gurjaras · China
1309
-11
1247
-9
Player eAPM Actions Feudal Castle Imperial Opening
78 1,894 12:27 — — ⚔ Scout Rush
51 1,233 13:09 — — ⚔ Scout Rush
46 1,117 12:20 — — ⚔ Scout Rush
46 1,107 11:34 24:11 — ⚔ Scout Rush
41 990 17:03 — —
41 988 13:44 — — ⚔ Scouts into Towers
27 659 16:16 20:25 — ⚔ FC into Towers
26 629 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,485 3,112 50 125 8,772 9,870
5,590 2,873 50 225 8,738 8,416
5,440 2,200 350 100 8,090 9,995
4,115 3,216 100 520 7,951 8,067
4,735 2,630 310 100 7,775 8,432
3,800 2,080 400 900 7,180 6,955
2,700 1,957 50 200 4,907 5,322
2,400 1,928 50 500 4,878 5,282
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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