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African Clearing

510640058Analyzed
4v4 RM · 4h ago on Oct 1, 2026· 1m 38s· 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
🇺🇸 Mongols · United States
1626
+11
🇧🇷 Chinese · Brazil
1571
+13
🇧🇷 Inca · Brazil
1549
+14
🇧🇷 Goths · Brazil
1361
+20
🇨🇳 Teutons · China
1534
-16
🇵🇹 Dravidians · Portugal
1514
-15
🇺🇸 Huns · United States
1480
-14
🇧🇷 Ethiopians · Brazil
1460
-13
Player eAPM Actions Feudal Castle Imperial Opening
74 122 — — —
43 70 — — —
35 58 — — —
23 37 — — —
18 30 — — —
15 24 — — —
8 13 — — —
2 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
0 300 0 100 400 0
0 275 0 100 375 0
0 275 0 100 375 0
0 275 0 100 375 0
0 275 0 100 375 0
0 0 0 0 0 198
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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