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African Clearing

503975659Analyzed
4v4 RM · 1mo ago on Sep 3, 2026· 6m 37s· 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
🇷🇴 Jurchens · Romania
1750
+4
🇹🇷 Huns · Türkiye
1326
+40
🇮🇳 Slavs · India
1186
+27
🇹🇷 Mongols · Türkiye
1074
+29
🇹🇼 Japanese · Taiwan
1479
-22
🇲🇽 Huns · Mexico
1467
-22
🇹🇼 Mongols · Taiwan
1405
-19
🇮🇳 Ethiopians · India
1383
-18
Player eAPM Actions Feudal Castle Imperial Opening
57 376 — — —
54 360 — — —
46 306 — — —
35 230 — — —
33 217 — — —
30 202 — — —
27 182 — — —
5 33 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,350 350 0 100 1,800 1,416
850 450 50 100 1,450 781
750 500 0 100 1,350 758
650 375 50 100 1,175 499
750 275 0 100 1,125 664
500 425 0 100 1,025 400
450 425 0 100 975 266
300 50 0 0 350 280
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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