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African Clearing

510333487Analyzed
4v4 RM · 17h ago on Sep 30, 2026· 7m 32s· 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 · China
1703
+14
🇨🇳 Huns · China
1691
+14
🇨🇳 Magyars · China
1683
+15
🇨🇳 Mapuche · China
1675
+15
🇩🇿 Persians · Algeria
1693
-16
🇩🇪 Chinese · Germany
1662
-15
🇬🇧 Berbers · United Kingdom
1654
-14
🇹🇷 Varangians · Türkiye
1626
-13
Player eAPM Actions Feudal Castle Imperial Opening
64 484 — — —
52 389 — — —
39 294 — — —
36 275 — — —
33 251 — — —
30 228 — — —
29 219 — — —
29 218 — — —

Resources

Player Food Wood Gold Stone Spent Collected
800 600 50 200 1,650 891
1,050 475 0 100 1,625 987
900 550 0 100 1,550 963
1,100 250 50 0 1,400 1,133
800 500 0 100 1,400 880
750 450 50 100 1,350 960
700 375 50 100 1,225 704
700 325 0 0 1,025 867
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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