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African Clearing

510559945Analyzed
4v4 RM · 10h ago on Oct 1, 2026· 5m 30s· 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
🇬🇷 Magyars · Greece
1211
+14
🇪🇸 Ethiopians · Spain
1210
+14
🇪🇸 Persians · Spain
1206
+14
🇲🇽 Huns · Mexico
1109
+18
🇫🇷 Hindustanis · France
1198
-16
🇨🇳 Saracens · China
1193
-16
🇨🇳 Huns · China
1156
-15
🇨🇳 Franks · China
1101
-13
Player eAPM Actions Feudal Castle Imperial Opening
57 314 — — —
42 233 — — —
41 224 — — —
34 186 — — —
29 160 — — —
29 158 — — —
21 115 — — —
19 105 — — —

Resources

Player Food Wood Gold Stone Spent Collected
550 375 0 100 1,025 460
500 400 0 100 1,000 395
400 450 50 100 1,000 310
450 325 50 100 925 280
300 425 50 100 875 196
400 300 0 100 800 430
0 550 0 200 750 249
250 300 50 100 700 200
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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