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African Clearing

506152747Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 16m 37s· 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
🇸🇪 Berbers · Sweden
1686
+9
🇯🇴 Portuguese · Jordan
1626
+12
🇧🇪 Italians · Belgium
1581
+13
🇹🇼 Vikings · Taiwan
1533
+15
🇨🇳 Mongols · China
1611
-15
🇨🇳 Burgundians · China
1607
-15
1499
-11
🇦🇺 Persians · Australia
1391
-8
Player eAPM Actions Feudal Castle Imperial Opening
47 789 11:18 — — ⚔ M@A into Archers
45 742 10:57 — — ⚔ M@A into Archers
42 691 12:02 16:15 — ⛏ Fast Castle
40 660 13:58 — — ⛏ Fast Castle
37 618 13:00 — — ⛏ Fast Castle
34 569 13:16 — —
34 557 13:57 — — ⛏ Fast Castle
32 533 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,350 1,762 250 100 5,462 5,151
3,250 1,570 50 225 5,095 5,368
2,700 1,751 250 100 4,801 4,626
2,700 1,667 250 110 4,727 4,417
2,650 1,500 465 100 4,715 4,460
2,675 1,445 395 125 4,640 5,106
2,850 1,300 250 100 4,500 4,140
1,950 1,410 50 100 3,510 3,847
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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