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African Clearing

510504403Analyzed
4v4 RM · 7h ago on Oct 1, 2026· 10m 7s· 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
🇨🇳 Franks · China
1570
+16
🇨🇳 Magyars · China
1541
+17
🇹🇼 Vietnamese · Taiwan
1540
+17
🇨🇳 Khitans · China
1538
+17
🇦🇷 Varangians · Argentina
1608
-18
🇻🇳 Magyars · Vietnam
1586
-18
🇨🇳 Cumans · China
1561
-17
🇫🇷 Romans · France
1485
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 521 — — —
45 458 — — —
42 429 — — —
41 411 — — —
37 371 — — —
32 326 — — —
29 296 — — —
25 258 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,000 537 0 100 2,637 2,499
1,650 775 50 100 2,575 1,991
1,400 650 50 100 2,200 1,740
1,100 975 0 100 2,175 1,656
1,400 531 50 100 2,081 2,067
900 818 50 100 1,868 1,508
1,000 675 0 100 1,775 1,550
950 650 0 100 1,700 1,659
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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