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African Clearing

510303416Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 11m 19s· 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
🇹🇷 Slavs · Türkiye
1927
+12
🇨🇳 Byzantines · China
1889
+14
🇨🇳 Wu · China
1818
+17
1698
+22
🇻🇳 Burmese · Vietnam
1924
-20
🇺🇸 Japanese · United States
1872
-18
🇻🇳 Khitans · Vietnam
1790
-14
🇻🇳 Poles · Vietnam
1769
-13
Player eAPM Actions Feudal Castle Imperial Opening
54 608 10:54 — —
45 513 — — —
44 496 — — —
43 491 — — —
43 488 — — —
42 476 — — —
41 465 — — — ⛏ Fish Boom
38 434 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,350 1,240 50 100 3,740 3,325
1,600 1,325 50 100 3,075 2,639
1,900 850 50 100 2,900 2,356
1,500 1,175 0 100 2,775 2,318
1,850 753 50 100 2,753 2,396
1,300 1,296 0 100 2,696 2,458
1,450 825 0 100 2,375 2,482
1,350 850 50 100 2,350 1,879
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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