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African Clearing

513190871Analyzed
4v4 RM · 2d ago on Oct 12, 2026· 6m 23s· 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 · Taiwan
1321
+14
🇹🇼 Mongols · Taiwan
1315
+14
🇹🇼 Magyars · Taiwan
1304
+15
🇹🇼 Franks · Taiwan
1262
+17
vs
🇨🇳 Spanish · China
1308
-16
🇩🇪 Goths · Germany
1286
-15
🇫🇷 Burgundians · France
1268
-15
🇨🇳 Khmer · China
1256
-14
Player eAPM Actions Feudal Castle Imperial Opening
55 353 — — —
42 270 — — —
40 255 — — —
36 232 — — —
30 190 — — —
25 163 — — —
25 159 — — —
17 107 — — —

Resources

Player Food Wood Gold Stone Spent Collected
900 425 0 100 1,425 711
450 600 0 200 1,250 637
750 325 50 100 1,225 666
600 450 0 100 1,150 435
600 375 50 100 1,125 419
500 450 0 100 1,050 518
550 350 0 100 1,000 443
250 325 50 100 725 204
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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