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African Clearing

510522048Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 7m 54s· 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
🇳🇱 Dravidians · Netherlands
1129
+15
🇨🇱 Dravidians · Chile
1072
+18
🇧🇪 Huns · Belgium
1046
+19
🇩🇰 Danes · Denmark
1045
+19
🇹🇼 Magyars · Taiwan
1167
-20
🇹🇼 Berbers · Taiwan
1115
-18
🇨🇳 Mongols · China
1096
-19
🇨🇳 Huns · China
1070
-16
Player eAPM Actions Feudal Castle Imperial Opening
67 533 — — —
63 495 — — —
33 258 — — —
30 239 — — —
30 238 — — —
24 193 — — —
24 193 — — —
15 120 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,200 375 50 100 1,725 1,193
800 603 0 100 1,503 1,172
850 475 50 100 1,475 1,126
950 350 0 100 1,400 892
900 375 0 100 1,375 856
1,150 75 50 0 1,275 995
650 475 50 100 1,275 723
350 325 50 100 825 185
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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