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African Clearing

510669876Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 5m 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
🇲🇽 Vietnamese · Mexico
1226
+14
🇹🇼 Italians · Taiwan
1178
+16
🇫🇷 Tatars · France
1175
+16
🇺🇸 Magyars · United States
1159
+18
🇨🇳 Burmese · China
1210
-17
🇭🇰 Hindustanis · Hong Kong SAR China
1208
-17
🇦🇺 Khmer · Australia
1201
-17
🇨🇦 Dravidians · Canada
1110
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 193 — — —
20 111 — — —
19 108 — — —
17 95 — — —
4 23 — — —
4 24 — — —
2 13 — — —
1 8 — — —

Resources

Player Food Wood Gold Stone Spent Collected
550 400 50 100 1,100 371
400 425 50 100 975 350
250 350 0 100 700 186
200 325 0 100 625 96
0 275 0 100 375 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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