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African Clearing

504082719Analyzed
2v2 RM · 6d ago on Sep 3, 2026· 32m 6s· 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
🇨🇭 Maya · Switzerland
1052
+15
🇨🇭 Mongols · Switzerland
1024
+17
🇺🇾 Vikings · Uruguay
1061
-17
🇪🇸 Hindustanis · Spain
1015
-15
Player eAPM Actions Feudal Castle Imperial Opening
39 1,246 14:05 ⚔ Archers into Scouts
27 854 15:56 ⚔ Drush into Archers into Skirms
15 479 13:17 17:44 ⛏ Fast Castle
14 441 13:40 20:02 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
6,445 4,540 2,250 2,250 15,485 15,171
4,775 4,666 2,405 100 11,946 12,747
5,825 3,800 595 5 10,225 13,806
4,585 3,225 705 1,530 10,045 9,490
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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