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African Clearing

503892828Analyzed
4v4 RM · 2mo ago on Sep 2, 2026· 4m 25s· 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
🇮🇹 Mongols · Italy
1066
+13
1057
+13
🇮🇹 Huns · Italy
991
+16
🇮🇹 Franks · Italy
915
+20
vs
🇪🇸 Slavs · Spain
1067
-19
🇫🇷 Huns · France
992
-15
🇪🇸 Mongols · Spain
983
-15
🇬🇧 Malay · United Kingdom
945
-13
Player eAPM Actions Feudal Castle Imperial Opening
46 202 — — —
20 90 — — —
15 68 — — —
9 41 — — —
8 34 — — —
8 34 — — —
8 34 — — —
7 33 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 425 0 100 775 120
200 425 0 100 725 10
250 300 50 100 700 50
250 275 0 100 625 90
0 335 0 100 435 158
0 300 0 100 400 10
0 275 0 100 375 0
0 275 0 100 375 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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