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African Clearing

503934194Analyzed
4v4 RM · 1mo ago on Sep 3, 2026· 4m 12s· 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
🇺🇸 Jurchens · United States
1565
+11
🇺🇸 Ethiopians · United States
1562
+11
🇺🇸 Chinese · United States
1479
+14
🇺🇸 Mongols · United States
1470
+14
🇵🇪 Dravidians · Peru
1506
-15
🇦🇷 Georgians · Argentina
1476
-14
🇵🇪 Huns · Peru
1415
-11
🇵🇪 Spanish · Peru
1372
-10
Player eAPM Actions Feudal Castle Imperial Opening
56 234 — — —
46 194 — — —
45 189 — — —
42 179 — — —
25 106 — — —
24 102 — — —
19 79 — — —
19 82 — — —

Resources

Player Food Wood Gold Stone Spent Collected
300 325 0 100 725 155
x
200 331 50 100 681 249
200 325 50 100 675 142
200 325 0 100 625 139
200 300 0 100 600 12
200 300 0 100 600 170
200 275 0 100 575 40
200 25 50 0 275 203
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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