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African Clearing

504572587Analyzed
4v4 RM · 28d ago on Sep 5, 2026· 7m 13s· 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
🇩🇰 Koreans · Denmark
1428
+17
🇩🇪 Saracens · Germany
1425
+17
🇨🇭 Bohemians · Switzerland
1415
+17
🇬🇷 Sicilians · Greece
1384
+18
🇨🇳 Mapuche · China
1477
-19
🇨🇳 Mongols · China
1465
-18
🇨🇳 Burmese · China
1456
-18
🇨🇳 Chinese · China
1357
-14
Player eAPM Actions Feudal Castle Imperial Opening
40 291 — — —
37 269 — — —
35 255 — — —
31 225 — — —
31 225 — — —
30 214 — — —
25 183 — — —
23 165 — — —

Resources

Player Food Wood Gold Stone Spent Collected
950 425 50 100 1,525 849
750 475 0 100 1,325 834
650 550 0 100 1,300 747
600 550 0 100 1,250 923
550 550 0 100 1,200 635
550 503 0 100 1,153 599
400 425 50 100 975 532
400 400 50 100 950 482
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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