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African Clearing

510793953Analyzed
4v4 RM · 6h ago on Oct 2, 2026· 5m 40s· 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
🇨🇱 Khitans · Chile
1623
+13
🇹🇼 Saracens · Taiwan
1515
+18
🇹🇷 Spanish · Türkiye
1425
+21
🇹🇼 Mapuche · Taiwan
1371
+24
🇭🇰 Varangians · Hong Kong SAR China
1590
-21
🇩🇪 Malay · Germany
1561
-19
🇮🇳 Mongols · India
1519
-18
🇲🇽 Goths · Mexico
1513
-18
Player eAPM Actions Feudal Castle Imperial Opening
73 413 — — —
52 294 — — —
52 295 — — —
40 229 — — —
35 199 — — —
35 200 — — —
33 188 — — —
26 145 — — —

Resources

Player Food Wood Gold Stone Spent Collected
400 728 0 200 1,328 642
600 525 0 100 1,225 581
550 512 0 100 1,162 618
650 356 50 100 1,156 480
550 325 50 100 1,025 428
350 477 50 105 982 255
350 380 50 100 880 265
300 425 0 100 825 244
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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