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African Clearing

510808595Analyzed
4v4 RM · 10h ago on Oct 2, 2026· 44m 36s· 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
🇫🇷 Byzantines · France
943
+11
🇪🇸 Huns · Spain
878
+14
🇺🇦 Lithuanians · Ukraine
868
+14
🇫🇮 Aztecs · Finland
810
+16
🇭🇰 Huns · Hong Kong SAR China
883
-17
🇸🇰 Romans · Slovakia
862
-15
🇹🇼 Cumans · Taiwan
809
-13
🇸🇰 Bohemians · Slovakia
741
-10
Player eAPM Actions Feudal Castle Imperial Opening
43 1,928 16:04 21:07 —
23 1,035 13:10 18:20 38:11 ⛏ Fast Castle
20 913 14:03 17:57 41:24 ⛏ Fast Castle
16 701 16:42 23:14 36:44 ⛏ Fast Castle
12 543 16:09 24:47 39:01 ⛏ Fast Castle
7 330 26:29 — — ⚔ Drush
5 236 15:03 29:01 —
0 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
18,370 13,175 10,365 2,450 44,360 48,800
13,350 12,950 4,175 3,100 33,575 39,941
12,770 9,451 5,015 1,775 29,011 33,684
13,870 5,285 5,585 2,150 26,890 30,488
11,715 6,965 2,270 2,850 23,800 31,486
4,615 2,930 450 195 8,190 10,847
3,200 2,655 290 100 6,245 7,693
0 0 0 0 0 0
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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