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African Clearing

510345016Analyzed
4v4 RM · 10h ago on Sep 30, 2026· 5m 16s· 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
🇹🇷 Berbers · Türkiye
1603
+10
🇹🇷 Chinese · Türkiye
1599
+10
🇹🇷 Vietnamese · Türkiye
1516
+14
🇹🇷 Wu · Türkiye
1337
+21
🇨🇳 Varangians · China
1495
-15
🇧🇪 Mongols · Belgium
1478
-14
🇪🇨 Persians · Ecuador
1442
-13
🇩🇪 Romans · Germany
1436
-13
Player eAPM Actions Feudal Castle Imperial Opening
59 312 — — —
59 311 — — —
57 303 — — —
48 251 — — —
47 248 — — —
41 215 — — —
29 155 — — —
24 129 — — —

Resources

Player Food Wood Gold Stone Spent Collected
650 375 50 100 1,175 723
550 431 0 100 1,081 568
550 350 50 100 1,050 426
850 150 0 0 1,000 702
350 525 0 100 975 218
500 325 50 100 975 497
300 325 0 100 725 200
500 150 0 0 650 421
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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