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African Clearing

505737399Analyzed
4v4 RM · 23d ago on Sep 10, 2026· 24m 12s· 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
🇩🇪 Khitans · Germany
1441
+14
🇺🇸 Huns · United States
1436
+14
🇨🇭 Bulgarians · Switzerland
1425
+15
🇩🇪 Koreans · Germany
1409
+15
🇧🇷 Wu · Brazil
1454
-17
🇺🇸 Malay · United States
1389
-14
🇧🇷 Wei · Brazil
1375
-14
🇪🇸 Saracens · Spain
1365
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 838 13:03 17:25 — ⛏ Fast Castle
34 812 14:05 21:08 — ⚔ Scout Rush
30 716 13:09 17:16 — ⛏ Fast Castle
24 593 13:12 17:12 — ⛏ Fast Castle
19 456 16:33 — —
18 425 12:10 23:11 — ⚔ Scout Rush
16 390 15:48 — —
16 379 13:46 18:10 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,650 3,933 1,115 750 9,448 9,492
5,155 3,150 680 225 9,210 8,377
4,950 3,390 610 200 9,150 8,681
3,600 3,007 1,840 100 8,547 8,546
4,280 2,095 1,160 800 8,335 8,294
3,225 2,020 885 750 6,880 6,362
2,650 1,454 50 100 4,254 4,446
1,950 1,520 50 100 3,620 4,449
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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