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African Clearing

505509743Analyzed
4v4 RM · 22d ago on Sep 9, 2026· 6m 15s· 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
🇫🇷 Hindustanis · France
1434
+15
🇧🇷 Portuguese · Brazil
1399
+17
🇬🇧 Byzantines · United Kingdom
1398
+17
🇩🇪 Gurjaras · Germany
1340
+19
🇺🇸 Khitans · United States
1502
-21
🇩🇪 Cumans · Germany
1464
-19
🇻🇳 Vietnamese · Vietnam
1457
-19
🇮🇹 Chinese · Italy
1223
-9
Player eAPM Actions Feudal Castle Imperial Opening
62 387 — — —
50 311 — — —
32 203 — — —
30 187 — — —
29 183 — — —
25 158 — — —
25 154 — — —
16 101 — — —

Resources

Player Food Wood Gold Stone Spent Collected
950 425 50 100 1,525 863
450 700 0 200 1,350 767
500 525 0 100 1,125 464
900 200 0 0 1,100 792
600 325 0 100 1,025 552
750 125 0 0 875 850
700 150 0 0 850 687
350 75 50 0 475 482
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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