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African Clearing

517685520Analyzed
4v4 RM · 14d ago on Oct 31, 2026· 4m 43s· 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
🇨🇳 Mongols · China
1514
+12
🇺🇸 Britons · United States
1502
+12
🇬🇧 Goths · United Kingdom
1391
+17
🇬🇧 Khitans · United Kingdom
1337
+19
vs
🇩🇰 Danes · Denmark
1463
-17
🇩🇪 Mongols · Germany
1443
-16
🇩🇪 Bohemians · Germany
1390
-14
🇩🇪 Spanish · Germany
1354
-13
Player eAPM Actions Feudal Castle Imperial Opening
72 339 — — —
63 296 — — —
45 214 — — —
37 177 — — —
33 156 — — —
25 119 — — —
22 106 — — —
10 48 — — —

Resources

Player Food Wood Gold Stone Spent Collected
550 325 50 100 1,025 412
500 300 0 100 900 346
350 381 0 100 831 347
300 325 0 100 725 137
250 275 0 100 625 70
200 325 0 100 625 200
200 300 0 100 600 39
400 50 0 0 450 263
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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