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African Clearing

511020723Analyzed
4v4 RM · 9h ago on Oct 3, 2026· 5m 17s· 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
🇦🇷 Spanish · Argentina
1789
+11
🇨🇳 Cumans · China
1740
+13
🇹🇼 Maya · Taiwan
1687
+16
🇭🇰 Aztecs · Hong Kong SAR China
1684
+16
🇺🇸 Teutons · United States
1746
-17
🇧🇷 Khmer · Brazil
1712
-15
🇨🇴 Britons · Colombia
1652
-13
🇲🇽 Goths · Mexico
1617
-11
Player eAPM Actions Feudal Castle Imperial Opening
56 298 — — —
38 200 — — —
29 155 — — —
25 131 — — —
17 90 — — —
9 45 — — —
5 26 — — —
0 1 — — —

Resources

Player Food Wood Gold Stone Spent Collected
700 325 0 100 1,125 553
450 375 50 100 975 331
700 50 0 0 750 530
550 150 50 0 750 562
0 300 0 100 400 0
0 275 0 100 375 0
250 25 0 0 275 259
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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