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African Clearing

510334299Analyzed
4v4 RM · 15h ago on Sep 30, 2026· 5m 22s· 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 · China
1269
+11
🇪🇸 Franks · Spain
1194
+14
🇹🇼 Varangians · Taiwan
1183
+14
🇻🇪 Italians · Venezuela
1181
+15
🇦🇷 Vietnamese · Argentina
1197
-15
🇭🇰 Huns · Hong Kong SAR China
1173
-14
🇬🇧 Britons · United Kingdom
1150
-13
🇭🇰 Franks · Hong Kong SAR China
1105
-12
Player eAPM Actions Feudal Castle Imperial Opening
43 229 — — —
42 225 — — —
31 168 — — —
26 137 — — —
23 124 — — —
19 104 — — —
13 70 — — —
2 10 — — —

Resources

Player Food Wood Gold Stone Spent Collected
600 425 0 100 1,125 446
400 350 50 100 900 288
450 278 50 100 878 316
250 434 50 100 834 175
300 325 0 100 725 100
300 300 0 100 700 224
250 300 50 100 700 170
0 100 0 0 100 132
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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