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African Clearing

511490676Analyzed
4v4 RM · 12d ago on Oct 5, 2026· 12m 20s· 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
🇨🇳 Huns · China
1280
+17
🇨🇳 Tupi · China
1272
+17
🇩🇪 Italians · Germany
1235
+19
🇦🇺 Mongols · Australia
1222
+19
vs
🇰🇷 Britons · South Korea
1377
-20
🇰🇷 Mongols · South Korea
1343
-20
🇰🇷 Spanish · South Korea
1264
-17
🇦🇹 Teutons · Austria
1222
-15
Player eAPM Actions Feudal Castle Imperial Opening
57 699 11:53 — —
53 657 — — —
43 534 — — —
37 462 — — —
34 425 — — —
31 379 — — —
29 360 — — —
24 300 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,250 753 50 100 3,153 3,078
2,300 700 50 100 3,150 2,916
1,850 968 50 100 2,968 2,966
1,850 892 50 100 2,892 3,230
1,800 750 50 100 2,700 2,826
1,700 765 50 100 2,615 2,845
1,500 606 50 100 2,256 2,735
1,100 550 50 110 1,810 1,784
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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