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African Clearing

510321994Analyzed
4v4 RM · 18h ago on Sep 30, 2026· 34m 46s· 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
🇪🇸 Ethiopians · Spain
1120
+15
🇨🇳 Huns · China
1106
+16
🇨🇳 Wu · China
1071
+17
🇨🇳 Mongols · China
1013
+20
🇹🇼 Mongols · Taiwan
1120
-18
1099
-17
🇻🇳 Huns · Vietnam
1091
-17
🇹🇼 Varangians · Taiwan
1079
-16
Player eAPM Actions Feudal Castle Imperial Opening
39 1,372 15:42 22:29 — ⛏ Fast Castle
35 1,224 13:49 29:25 — ⚔ Fish Boom into Scouts
25 866 14:59 21:20 — ⚔ Archer Rush
24 828 12:43 21:07 — ⚔ Archer Rush
23 791 15:25 21:03 — ⛏ Fast Castle
22 764 13:58 18:10 — ⛏ Fast Castle
18 634 11:58 18:31 — ⛏ Fast Castle
13 446 17:09 22:52 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,925 7,655 1,500 500 16,580 20,995
7,605 6,146 870 325 14,946 15,569
5,225 5,075 2,190 950 13,440 14,810
6,100 4,125 2,475 200 12,900 14,641
6,060 4,123 1,205 865 12,253 13,487
4,090 3,798 725 1,600 10,213 10,056
4,755 4,350 585 200 9,890 11,201
3,550 4,298 1,420 325 9,593 9,969
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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