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African Clearing

510766035Analyzed
4v4 RM · 7h ago on Oct 2, 2026· 7m 26s· 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
🇵🇰 Varangians · Pakistan
1696
+12
🇵🇰 Danes · Pakistan
1586
+16
🇩🇪 Mapuche · Germany
1410
+23
🇰🇷 Khmer · South Korea
1292
+27
🇨🇳 Mongols · China
1671
-22
🇺🇸 Varangians · United States
1603
-21
🇫🇷 Berbers · France
1545
-18
🇵🇹 Vietnamese · Portugal
1500
-17
Player eAPM Actions Feudal Castle Imperial Opening
56 414 — — —
43 323 — — —
37 275 — — —
36 271 — — —
33 246 — — —
32 241 — — —
31 234 — — —
26 196 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,200 475 50 100 1,825 1,093
1,100 500 0 100 1,700 1,071
800 500 0 100 1,400 800
800 400 50 100 1,350 797
700 450 50 100 1,300 689
650 525 0 100 1,275 722
650 456 50 100 1,256 733
700 225 0 0 925 910
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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