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African Clearing

506085803Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 24m 7s· 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
🇺🇸 Koreans · United States
1176
+16
🇨🇳 Mongols · China
1168
+16
🇨🇳 Vietnamese · China
1163
+16
🇹🇼 Bohemians · Taiwan
1147
+16
🇹🇷 Magyars · Türkiye
1192
-17
🇪🇸 Bohemians · Spain
1176
-17
🇦🇺 Burgundians · Australia
1149
-24
🇩🇪 Tupi · Germany
1147
-15
Player eAPM Actions Feudal Castle Imperial Opening
22 526 15:35 — — ⚔ Scout Rush
14 326 13:22 — — ⚔ Scout Rush
14 344 — — —
8 184 — — —
7 171 — — —
6 155 — — —
4 107 — — —
0 2 — — —

Resources

Player Food Wood Gold Stone Spent Collected
6,295 2,200 50 100 8,645 9,246
3,240 2,075 50 100 5,465 6,154
750 425 50 100 1,325 852
400 425 50 100 975 445
350 425 0 100 875 281
350 364 0 100 814 380
300 325 0 100 725 240
0 0 0 0 0 0
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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