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African Clearing

506394206Analyzed
4v4 RM · 18d ago on Sep 13, 2026· 8m 29s· 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
🇨🇳 Mongols · China
1307
+15
🇨🇳 Japanese · China
1307
+15
🇨🇳 Malians · China
1297
+15
🇧🇩 Huns · Bangladesh
1281
+16
🇨🇳 Maya · China
1466
-23
🇭🇰 Ethiopians · Hong Kong SAR China
1310
-16
🇨🇳 Vietnamese · China
1284
-15
🇨🇳 Magyars · China
1054
-26
Player eAPM Actions Feudal Castle Imperial Opening
46 394 — — —
36 303 — — —
34 286 — — —
30 253 — — —
28 242 — — —
24 203 — — —
23 194 — — —
20 171 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,000 575 0 100 1,675 1,083
1,000 475 50 100 1,625 1,066
700 675 50 100 1,525 1,179
950 375 50 100 1,475 872
850 500 0 100 1,450 1,106
750 500 50 100 1,400 816
600 525 50 100 1,275 722
300 350 50 100 800 251
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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