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African Clearing

510349345Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 34m 48s· 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 · Hong Kong SAR China
1227
+13
🇨🇳 Tatars · China
1224
+13
🇨🇳 Teutons · China
1146
+16
🇪🇸 Saxons · Spain
1124
+18
🇿🇦 Danes · South Africa
1198
-16
🇵🇪 Spanish · Peru
1174
-16
🇪🇸 Huns · Spain
1150
-15
🇸🇪 Koreans · Sweden
1110
-13
Player eAPM Actions Feudal Castle Imperial Opening
45 1,568 13:17 24:33 — ⚔ Scout Rush
31 1,077 13:53 20:03 — ⚔ FC into Archers
30 1,058 14:05 18:06 — ⛏ Fast Castle
27 947 14:09 23:13 — ⚔ Towers FC
26 889 13:39 18:12 — ⛏ Fast Castle
25 881 14:21 18:56 — ⛏ Fast Castle
25 871 14:11 21:35 —
12 424 — — —

Resources

Player Food Wood Gold Stone Spent Collected
12,300 11,885 250 4,755 29,190 35,261
8,025 7,733 4,385 850 20,993 21,397
8,465 4,718 2,375 1,500 17,058 17,814
7,100 6,321 1,420 1,350 16,191 16,590
6,805 4,180 1,300 2,350 14,635 17,030
6,715 5,376 780 1,110 13,981 15,160
3,900 3,354 1,435 1,235 9,924 9,788
1,900 425 50 100 2,475 1,924
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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