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African Clearing

506064383Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 17m 58s· 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
🇨🇳 Berbers · China
1490
+21
🇨🇦 Tatars · Canada
1481
+21
🇨🇳 Malay · China
1459
+22
🇹🇼 Italians · Taiwan
1361
+39
🇨🇳 Britons · China
1653
-24
🇯🇵 Khitans · Japan
1587
-22
🇨🇳 Byzantines · China
1582
-22
🇧🇪 Sicilians · Belgium
1561
-21
Player eAPM Actions Feudal Castle Imperial Opening
47 845 12:53 — — ⚔ Scout Rush
46 821 12:47 17:17 — ⛏ Fish Boom FC
43 764 10:26 16:07 — ⛏ Fast Castle
33 590 13:00 — — ⚔ Scout Rush
31 549 12:21 16:59 — ⛏ Fast Castle
29 516 11:58 — — ⚔ Tower Rush
25 456 12:46 — — ⚔ Scout Rush
25 446 11:49 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,325 2,640 250 300 6,515 6,350
3,135 1,853 250 100 5,338 5,360
3,000 1,960 50 225 5,235 5,108
3,000 1,077 250 695 5,022 5,067
2,950 1,763 50 100 4,863 5,053
3,195 1,475 50 100 4,820 4,944
2,825 1,207 50 520 4,602 4,267
2,340 1,100 125 975 4,540 3,575
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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