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African Clearing

510573154Analyzed
4v4 RM · 9h ago on Oct 1, 2026· 5m 21s· 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
🇮🇳 Vietnamese · India
1092
+12
🇨🇳 Persians · China
1075
+13
🇬🇧 Cumans · United Kingdom
1070
+13
🇳🇴 Malay · Norway
968
+16
🇨🇱 Byzantines · Chile
1016
-14
🇨🇳 Lithuanians · China
1007
-14
🇺🇸 Burgundians · United States
990
-13
🇦🇷 Gurjaras · Argentina
989
-13
Player eAPM Actions Feudal Castle Imperial Opening
34 185 — — —
28 151 — — —
16 87 — — —
14 73 — — —
12 65 — — —
6 30 — — —
5 27 — — —
1 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
750 425 0 100 1,275 595
550 275 0 100 925 434
300 425 0 100 825 131
250 400 0 100 750 212
300 75 50 0 425 224
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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