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African Clearing

513379485Analyzed
4v4 RM · 6d ago on Oct 13, 2026· 22m 19s· 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
🇹🇼 Varangians · Taiwan
1323
+17
🇹🇼 Huns · Taiwan
1316
+17
🇦🇷 Wu · Argentina
1314
+18
🇹🇼 Persians · Taiwan
1307
+18
vs
🇫🇷 Georgians · France
1360
-18
🇨🇳 Franks · China
1350
-18
🇦🇷 Khmer · Argentina
1341
-17
🇫🇷 Huns · France
1341
-17
Player eAPM Actions Feudal Castle Imperial Opening
54 1,214 11:45 — — ⚔ Scout Rush
46 1,019 14:04 18:06 — ⛏ Fast Castle
44 992 14:05 18:03 — ⛏ Fast Castle
43 958 13:53 20:36 — ⚔ Towers FC
41 916 12:59 17:19 — ⛏ Fast Castle
31 693 11:49 — —
27 594 11:31 — — ⚔ Scout Rush
26 586 13:52 18:03 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,685 2,540 1,900 200 10,325 9,506
4,455 2,796 400 210 7,861 7,124
4,525 2,325 50 100 7,000 7,889
3,300 2,025 750 750 6,825 6,723
3,400 2,196 300 700 6,596 6,562
3,900 1,519 250 850 6,519 6,522
4,450 1,806 150 100 6,506 6,577
2,995 2,750 50 495 6,290 6,142
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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