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African Clearing

510344845Analyzed
4v4 RM · 14h ago on Sep 30, 2026· 8m 46s· 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
🇫🇷 Magyars · France
1801
+12
🇨🇱 Vietnamese · Chile
1781
+13
🇲🇽 Jurchens · Mexico
1777
+13
🇨🇱 Khmer · Chile
1675
+16
🇨🇳 Varangians · China
1718
-14
🇨🇳 Huns · China
1708
-14
🇨🇳 Magyars · China
1701
-13
🇨🇳 Mapuche · China
1693
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 481 — — —
52 453 — — —
44 388 — — —
42 367 — — —
42 368 — — —
41 361 — — —
41 359 — — —
33 291 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,250 650 0 100 2,000 1,549
1,200 625 50 100 1,975 1,507
1,150 662 0 100 1,912 1,337
1,000 579 50 100 1,729 1,568
1,100 517 0 100 1,717 1,388
1,100 475 0 0 1,575 1,682
750 475 50 100 1,375 996
850 175 50 0 1,075 1,093
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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