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African Clearing

503801902Analyzed
2v2 RM · 6d ago on Sep 2, 2026· 42m 5s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇩🇪 Gurjaras · Germany
1252
+16
🇸🇪 Sicilians · Sweden
1179
+19
🇬🇧 Portuguese · United Kingdom
1246
-17
🇬🇧 Turks · United Kingdom
1241
-17
Player eAPM Actions Feudal Castle Imperial Opening
59 2,492 12:52 16:58 34:05 ⛏ Fast Castle
41 1,720 12:57 21:00 35:31 ⛏ Fast Castle
28 1,199 13:02 18:37 ⛏ Fast Castle
17 721 11:58 21:53 35:50 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,280 14,930 10,255 1,965 51,430 53,706
17,155 10,000 3,920 1,935 33,010 36,682
12,690 7,985 5,695 1,235 27,605 28,456
8,080 9,350 2,455 2,505 22,390 26,851
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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