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African Clearing

506082345Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 20m 44s· 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
🇸🇬 Bengalis · Singapore
1737
+9
🇻🇳 Persians · Vietnam
1588
+15
🇨🇳 Tupi · China
1481
+19
🇻🇳 Mongols · Vietnam
1417
+21
🇹🇼 Poles · Taiwan
1586
-17
🇬🇧 Huns · United Kingdom
1585
-17
🇧🇪 Berbers · Belgium
1540
-15
🇨🇳 Armenians · China
1532
-15
Player eAPM Actions Feudal Castle Imperial Opening
49 1,026 11:38 — — ⚔ Towers into Archers
46 948 13:47 17:34 — ⛏ Fast Castle
38 796 14:09 17:42 — ⛏ Fast Castle
34 705 12:11 — — ⚔ Towers into Archers
30 616 12:35 — — ⚔ Scout Rush
29 595 14:04 19:21 — ⚔ FC into Skirms
28 587 14:00 18:40 — ⛏ Fast Castle
23 485 13:07 17:18 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,655 2,154 860 100 8,769 8,341
4,960 2,195 365 350 7,870 7,996
3,100 2,895 730 630 7,355 6,923
4,715 1,714 250 100 6,779 7,568
3,800 2,312 530 100 6,742 6,960
3,315 1,969 250 850 6,384 6,356
2,800 1,730 595 225 5,350 4,570
3,075 1,641 250 230 5,196 4,861
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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