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African Clearing

505240391Analyzed
4v4 RM · 23d ago on Sep 8, 2026· 8m 6s· 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
🇨🇳 Spanish · China
1199
+14
🇨🇳 Spanish · China
1176
+15
🇨🇳 Huns · China
1125
+17
🇨🇳 Berbers · China
1015
+22
🇨🇳 Magyars · China
1174
-18
🇨🇳 Khmer · China
1168
-18
🇨🇦 Lithuanians · Canada
1159
-17
🇩🇪 Franks · Germany
1091
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 379 — — —
35 280 — — —
30 241 — — —
23 190 — — —
22 177 — — —
19 155 — — —
15 125 — — —
14 116 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,000 575 50 100 1,725 1,189
1,000 550 50 100 1,700 1,070
900 625 0 100 1,625 1,025
750 550 50 100 1,450 938
600 475 50 100 1,225 602
950 175 50 0 1,175 1,208
650 375 50 100 1,175 496
500 475 50 100 1,125 613
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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