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African Clearing

511011983Analyzed
4v4 RM · 4h ago on Oct 3, 2026· 28m 23s· 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
🇯🇵 Franks · Japan
1186
+12
🇯🇵 Vietnamese · Japan
1173
+12
🇯🇵 Huns · Japan
1169
+12
🇯🇵 Persians · Japan
1094
+16
🇩🇪 Huns · Germany
1098
-13
🇧🇷 Celts · Brazil
1098
-13
🇨🇳 Poles · China
1085
-13
🇨🇿 Spanish · Czechia
1081
-13
Player eAPM Actions Feudal Castle Imperial Opening
53 1,512 12:50 23:06 — ⚔ Scout Rush
47 1,347 13:22 24:07 — ⛏ Fast Castle
34 973 13:54 18:36 — ⛏ Fast Castle
34 969 14:24 18:07 — ⛏ Fast Castle
30 864 14:03 — — ⚔ Scout Rush
22 613 15:25 — — ⚔ Towers into Scouts
18 517 14:28 27:30 — ⚔ Scout Rush
15 422 13:10 27:23 —

Resources

Player Food Wood Gold Stone Spent Collected
5,510 3,823 1,770 950 12,053 12,754
4,975 4,315 1,255 1,050 11,595 12,985
4,845 4,349 750 850 10,794 11,613
5,445 2,820 350 225 8,840 9,665
3,740 2,785 795 855 8,175 9,062
4,220 2,950 300 475 7,945 8,296
3,475 2,304 300 1,225 7,304 8,709
3,255 3,038 50 850 7,193 8,481
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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