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African Clearing

510983595Analyzed
4v4 RM · 3h ago on Oct 3, 2026· 8m 10s· 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 · Germany
1215
+16
🇦🇺 Varangians · Australia
1188
+17
🇺🇸 Vietnamese · United States
1187
+18
🇨🇳 Huns · China
1142
+19
🇹🇼 Huns · Taiwan
1262
-18
🇦🇺 Malay · Australia
1244
-19
🇨🇳 Spanish · China
1208
-17
🇯🇵 Turks · Japan
1167
-16
Player eAPM Actions Feudal Castle Imperial Opening
52 427 — — —
46 373 — — —
41 333 — — —
37 300 — — —
33 273 — — —
29 238 — — —
24 193 — — —
17 142 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,400 375 50 100 1,925 1,242
800 728 0 200 1,728 1,298
1,000 475 50 100 1,625 1,214
950 550 0 100 1,600 1,166
1,050 375 50 100 1,575 1,183
950 425 0 100 1,475 785
650 225 50 0 925 724
250 325 0 100 675 325
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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