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African Clearing

504551908Analyzed
4v4 RM · 28d ago on Sep 5, 2026· 5m 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 · Türkiye
1567
+14
🇬🇧 Huns · United Kingdom
1552
+14
🇬🇧 Mongols · United Kingdom
1551
+14
🇺🇸 Koreans · United States
1438
+20
🇨🇳 Magyars · China
1576
-18
🇸🇪 Maya · Sweden
1539
-16
🇨🇳 Mongols · China
1497
-15
🇨🇭 Bulgarians · Switzerland
1449
-13
Player eAPM Actions Feudal Castle Imperial Opening
37 192 — — —
33 172 — — —
31 161 — — —
30 158 — — —
25 129 — — —
24 124 — — —
24 126 — — —
18 94 — — —

Resources

Player Food Wood Gold Stone Spent Collected
650 525 50 100 1,325 580
450 425 0 100 975 320
450 400 0 100 950 412
450 300 0 100 850 387
350 375 0 100 825 188
300 325 0 100 725 220
550 150 0 0 700 391
0 100 0 0 100 20
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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