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African Clearing

506795743Analyzed
4v4 RM · 18d ago on Sep 15, 2026· 8m 53s· 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
🇦🇷 Huns · Argentina
1194
+16
🇦🇷 Chinese · Argentina
1181
+17
🇲🇽 Malians · Mexico
1151
+18
🇦🇷 Mongols · Argentina
1050
+22
🇹🇼 Vietnamese · Taiwan
1278
-22
🇲🇽 Mapuche · Mexico
1247
-20
🇨🇳 Persians · China
1138
-16
🇵🇱 Bulgarians · Poland
1109
-15
Player eAPM Actions Feudal Castle Imperial Opening
44 390 — — —
42 372 — — —
33 291 — — —
30 268 — — —
27 237 — — —
23 202 — — —
21 187 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,600 475 0 100 2,175 1,718
1,150 575 50 100 1,875 1,266
1,350 405 50 0 1,805 1,502
1,000 575 0 100 1,675 1,212
900 521 50 100 1,571 964
1,100 200 50 0 1,350 1,085
750 375 50 100 1,275 877
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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