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African Clearing

505252336Analyzed
4v4 RM · 23d ago on Sep 8, 2026· 26m 59s· 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
🇨🇳 Persians · China
1592
+10
🇨🇳 Franks · China
1568
+11
🇹🇷 Mongols · Türkiye
1548
+12
🇨🇳 Huns · China
1532
+13
🇨🇳 Berbers · China
1504
-13
🇨🇳 Khitans · China
1502
-13
🇨🇳 Magyars · China
1481
-12
🇨🇳 Huns · China
1367
-8
Player eAPM Actions Feudal Castle Imperial Opening
52 1,416 9:59 — — ⚔ Scouts into Fish Boom
49 1,326 12:33 16:40 — ⛏ Fast Castle
47 1,277 13:10 20:10 — ⛏ Fast Castle
43 1,158 11:22 24:38 — ⚔ Scout Rush
43 1,157 12:20 24:19 — ⚔ Scout Rush
40 1,086 14:11 17:43 — ⛏ Fast Castle
38 1,020 12:28 — — ⚔ Scout Rush
36 985 14:56 18:34 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,080 4,384 1,840 300 13,604 13,505
5,695 2,365 1,520 850 10,430 10,283
5,690 3,050 900 425 10,065 9,925
4,820 3,375 1,360 355 9,910 9,818
5,810 3,325 420 265 9,820 10,712
4,765 4,124 50 350 9,289 9,432
4,575 3,379 50 185 8,189 9,326
3,825 2,408 250 355 6,838 6,101
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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