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African Clearing

505582715Analyzed
4v4 RM · 21d ago on Sep 10, 2026· 9m 29s· 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 · China
1374
+18
🇺🇸 Slavs · United States
1351
+19
🇦🇺 Mongols · Australia
1321
+20
🇨🇳 Cumans · China
1282
+21
🇲🇽 Tatars · Mexico
1443
-22
🇲🇽 Sicilians · Mexico
1425
-20
🇲🇽 Magyars · Mexico
1399
-19
🇺🇸 Vietnamese · United States
1354
-17
Player eAPM Actions Feudal Castle Imperial Opening
40 376 — — —
37 349 — — —
36 339 — — —
32 308 — — —
27 261 — — —
26 247 — — —
24 224 — — —
11 100 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,250 550 0 100 1,900 1,658
850 775 50 200 1,875 1,482
1,150 575 0 100 1,825 1,606
900 525 50 100 1,575 1,115
800 575 50 100 1,525 1,219
800 425 50 100 1,375 756
200 706 50 200 1,156 461
0 356 0 100 456 75
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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