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African Clearing

504065735Analyzed
4v4 RM · 5d ago on Sep 3, 2026· 16m 50s· 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
🇵🇰 Goths · Pakistan
859
+14
🇨🇴 Franks · Colombia
857
+14
🇲🇽 Slavs · Mexico
838
+15
🇨🇴 Persians · Colombia
746
+19
🇹🇷 Huns · Türkiye
825
-16
821
-16
🇩🇪 Magyars · Germany
813
-15
🇨🇳 Turks · China
796
-15
Player eAPM Actions Feudal Castle Imperial Opening
22 366
19 315 14:13
14 242 15:53
14 237 16:47
13 225
12 203
12 206 15:04
10 165 14:48

Resources

Player Food Wood Gold Stone Spent Collected
1,950 1,840 50 100 3,940 3,925
2,175 1,600 50 100 3,925 3,979
1,975 1,225 90 100 3,390 3,082
1,700 1,360 50 160 3,270 3,405
1,600 1,025 50 200 2,875 3,834
1,200 475 50 100 1,825 1,607
950 500 0 100 1,550 2,134
850 375 0 100 1,325 815
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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