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African Clearing

510348081Analyzed
4v4 RM · 8h ago on Sep 30, 2026· 27m 13s· 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
🇹🇼 Franks · Taiwan
1065
+12
🇹🇼 Celts · Taiwan
1065
+12
🇨🇳 Danes · China
1009
+14
🇳🇱 Teutons · Netherlands
996
+15
🇹🇷 Georgians · Türkiye
1057
-16
🇷🇺 Mongols · Russia
1017
-15
🇹🇷 Malians · Türkiye
986
-14
🇷🇺 Danes · Russia
813
-8
Player eAPM Actions Feudal Castle Imperial Opening
43 1,180 15:35 20:38 — ⚔ Fish Boom FC into Towers
28 771 11:27 20:41 — ⚔ M@A FC
19 523 16:13 20:22 — ⛏ Fast Castle
18 502 16:09 — — ⚔ Archer Rush
15 411 18:33 23:39 — ⛏ Fish Boom FC
11 302 16:18 21:01 — ⛏ Fast Castle
11 311 13:45 18:32 — ⛏ Fast Castle
8 216 18:25 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,475 6,576 390 1,050 13,491 13,664
4,650 5,035 670 1,350 11,705 12,130
6,300 3,433 690 985 11,408 10,953
4,960 2,960 950 200 9,070 9,270
4,400 2,974 250 400 8,024 8,336
2,805 2,890 400 225 6,320 6,468
3,195 2,245 50 100 5,590 7,176
2,750 1,433 250 750 5,183 4,596
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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