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African Clearing

504039121Analyzed
2v2 RM · 2mo ago on Sep 3, 2026· 64m 53s· 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
🇮🇳 Khmer · India
696
+16
🇮🇳 Huns · India
638
+18
vs
🇲🇽 Portuguese · Mexico
699
-39
🇸🇪 Slavs · Sweden
696
-17
Player eAPM Actions Feudal Castle Imperial Opening
18 1,147 16:28 25:37 40:35 ⚔ Scout Rush
15 987 14:16 25:53 46:46 ⚔ Fish Boom into Scouts
13 842 18:02 34:04 44:11
8 500 16:42 29:41 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,200 13,905 15,290 3,000 58,395 79,322
24,855 10,335 17,260 1,500 53,950 61,639
18,885 13,330 11,010 3,185 46,410 62,741
5,660 3,400 400 850 10,310 11,543
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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