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African Clearing

511009408Analyzed
4v4 RM · 13d ago on Oct 3, 2026· 7m 36s· 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
🇹🇼 Poles · Taiwan
1263
+14
🇨🇳 Varangians · China
1258
+14
🇨🇳 Japanese · China
1254
+15
🇦🇺 Teutons · Australia
1196
+17
vs
🇹🇼 Britons · Taiwan
1260
-17
🇮🇪 Huns · Ireland
1227
-15
🇮🇹 Aztecs · Italy
1224
-15
1183
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 367 — — —
41 309 — — —
38 288 — — —
30 228 — — —
29 222 — — —
25 194 — — —
21 160 — — —
18 137 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,050 375 50 100 1,575 1,063
800 425 50 100 1,375 922
650 475 50 100 1,275 790
600 500 50 100 1,250 573
800 275 50 0 1,125 970
500 425 50 100 1,075 411
600 225 50 0 875 632
650 175 0 0 825 784
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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