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African Clearing

510950352Analyzed
4v4 RM · 10h ago on Oct 3, 2026· 23m 14s· 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
1243
+12
🇨🇳 Jurchens · China
1198
+13
🇨🇳 Burgundians · China
1016
+21
🇨🇳 Persians · China
1007
+20
🇩🇪 Cumans · Germany
1167
-18
🇹🇼 Huns · Taiwan
1138
-17
🇦🇺 Huns · Australia
1121
-16
🇦🇺 Vietnamese · Australia
1101
-15
Player eAPM Actions Feudal Castle Imperial Opening
38 881 12:36 — — ⚔ Scout Rush
36 834 14:30 19:33 — ⛏ Fast Castle
33 768 12:47 20:20 — ⛏ Fast Castle
31 718 16:51 20:23 — ⛏ Fast Castle
23 533 13:48 18:44 — ⛏ Fish Boom FC
20 461 14:25 — —
20 462 12:54 19:05 — ⛏ Fast Castle
14 331 16:50 — —

Resources

Player Food Wood Gold Stone Spent Collected
6,475 2,050 250 810 9,585 10,045
4,000 2,970 865 1,625 9,460 8,660
4,425 3,215 1,360 200 9,200 8,986
4,300 2,850 875 200 8,225 7,753
5,030 2,279 350 200 7,859 8,870
3,150 2,460 200 200 6,010 6,250
3,390 1,920 200 390 5,900 5,700
2,875 2,622 50 200 5,747 6,833
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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