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African Clearing

505034021Analyzed
4v4 RM · 25d ago on Sep 7, 2026· 11m 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
🇨🇳 Magyars · China
1705
+8
🇨🇳 Huns · China
1638
+11
🇨🇳 Mapuche · China
1637
+11
🇨🇳 Magyars · China
1494
+32
🇨🇳 Magyars · China
1527
-12
🇨🇳 Japanese · China
1522
-12
🇨🇴 Vietnamese · Colombia
1516
-11
🇳🇱 Huns · Netherlands
1514
-11
Player eAPM Actions Feudal Castle Imperial Opening
40 469 — — —
32 371 — — —
31 355 — — —
31 355 — — —
31 360 — — —
26 301 — — —
24 281 — — —
23 269 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,550 878 50 100 3,578 3,350
2,400 650 50 100 3,200 3,419
1,750 775 50 100 2,675 2,141
1,550 750 50 100 2,450 2,305
1,350 850 0 100 2,300 2,305
1,600 475 50 100 2,225 1,690
1,550 474 50 0 2,074 2,304
950 721 50 100 1,821 1,649
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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