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African Clearing

511014541Analyzed
4v4 RM · 9d ago on Oct 3, 2026· 28m 29s· 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
🇹🇼 Danes · Taiwan
1452
+15
🇹🇼 Chinese · Taiwan
1432
+16
🇹🇼 Varangians · Taiwan
1402
+17
🇦🇷 Huns · Argentina
1378
+18
vs
🇨🇳 Inca · China
1539
-21
🇨🇳 Magyars · China
1443
-17
🇨🇳 Varangians · China
1439
-17
🇨🇳 Mongols · China
1295
-11
Player eAPM Actions Feudal Castle Imperial Opening
58 1,646 11:23 26:50 — ⚔ Scouts into Towers
53 1,517 12:31 — — ⚔ Scout Rush
40 1,127 13:04 16:45 — ⛏ Fast Castle
39 1,125 12:12 — — ⚔ Tower Rush
35 995 10:53 27:22 — ⚔ Scout Rush
31 872 12:36 26:56 — ⚔ Scout Rush
25 718 13:30 17:21 — ⛏ Fast Castle
18 522 13:48 19:15 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,930 3,291 825 375 11,421 12,251
4,505 4,161 1,085 1,500 11,251 11,077
4,900 3,570 2,060 100 10,630 11,365
5,950 3,595 700 225 10,470 10,726
5,405 3,275 350 450 9,480 10,888
5,270 2,307 50 225 7,852 9,331
2,970 1,937 235 625 5,767 6,850
3,000 1,225 250 830 5,305 4,789
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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