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African Clearing

504744262Analyzed
4v4 RM · 24d ago on Sep 6, 2026· 7m 23s· 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
🇭🇰 Japanese · Hong Kong SAR China
1639
+14
🇨🇳 Berbers · China
1488
+20
🇦🇺 Lithuanians · Australia
1486
+20
🇹🇼 Vietnamese · Taiwan
1465
+22
🇨🇳 Maya · China
1627
-21
🇨🇳 Mapuche · China
1592
-19
🇧🇷 Byzantines · Brazil
1586
-19
🇧🇷 Spanish · Brazil
1537
-17
Player eAPM Actions Feudal Castle Imperial Opening
65 483 — — —
62 459 — — —
52 385 — — —
47 348 — — —
37 271 — — —
32 236 — — —
30 224 — — —
27 203 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,100 500 0 100 1,700 1,081
950 500 50 100 1,600 820
750 678 50 100 1,578 939
850 550 0 100 1,500 811
900 475 0 100 1,475 975
450 750 50 200 1,450 864
850 425 50 100 1,425 857
550 350 50 100 1,050 639
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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