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African Clearing

510984604Analyzed
4v4 RM · 12h ago on Oct 3, 2026· 3m 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
🇬🇧 Mongols · United Kingdom
1191
+15
🇨🇳 Cumans · China
1171
+16
🇨🇳 Burgundians · China
1159
+18
🇨🇳 Hindustanis · China
1146
+17
🇨🇳 Varangians · China
1211
-17
🇻🇳 Saracens · Vietnam
1187
-17
🇨🇿 Dravidians · Czechia
1154
-16
🇭🇰 Cumans · Hong Kong SAR China
1153
-16
Player eAPM Actions Feudal Castle Imperial Opening
41 149 — — —
33 119 — — —
32 117 — — —
31 111 — — —
31 111 — — —
27 97 — — —
26 94 — — —
25 91 — — —

Resources

Player Food Wood Gold Stone Spent Collected
200 575 0 200 975 395
400 300 0 100 800 400
200 425 0 100 725 49
250 300 0 100 650 85
200 300 0 100 600 20
0 375 0 100 475 25
0 325 0 100 425 25
0 325 0 100 425 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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