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African Clearing

517826826Analyzed
4v4 RM · 5d ago on Nov 1, 2026· 10m 27s· 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
🇸🇪 Varangians · Sweden
1125
+15
🇹🇷 Hindustanis · Türkiye
1076
+17
🇮🇳 Franks · India
1072
+17
🇩🇪 Britons · Germany
1062
+18
vs
🇨🇱 Mongols · Chile
1154
-18
🇯🇵 Spanish · Japan
1103
-17
🇺🇸 Sicilians · United States
1076
-16
🇲🇽 Muisca · Mexico
1071
-16
Player eAPM Actions Feudal Castle Imperial Opening
41 434 — — —
40 420 — — —
23 237 — — —
22 231 — — —
20 205 — — —
19 197 — — —
12 129 — — —
10 109 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,550 675 50 100 2,375 1,637
1,250 550 50 100 1,950 1,850
1,350 325 50 0 1,725 2,136
900 575 50 100 1,625 1,566
900 600 0 100 1,600 1,407
950 450 0 100 1,500 1,133
800 475 50 100 1,425 1,345
850 384 50 100 1,384 1,036
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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