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African Clearing

504701929Analyzed
4v4 RM · 2mo ago on Sep 6, 2026· 5m 4s· 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
🇻🇳 Poles · Vietnam
1909
+5
🇺🇸 Tatars · United States
1881
+5
🇻🇳 Spanish · Vietnam
1842
+6
🇻🇳 Wu · Vietnam
1717
+10
vs
1677
-9
🇨🇳 Berbers · China
1612
-7
🇹🇼 Celts · Taiwan
1576
-6
🇩🇪 Ethiopians · Germany
1488
-4
Player eAPM Actions Feudal Castle Imperial Opening
56 286 — — —
53 267 — — —
52 262 — — —
48 242 — — —
46 232 — — —
33 166 — — —
33 170 — — —
32 161 — — —

Resources

Player Food Wood Gold Stone Spent Collected
600 425 0 100 1,125 449
600 350 0 100 1,050 461
450 500 0 100 1,050 507
550 303 0 100 953 508
450 400 0 100 950 349
450 325 0 100 875 265
400 365 0 100 865 343
350 325 0 100 775 277
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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