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African Clearing

504111345Analyzed
2v2 RM · 7h ago on Sep 3, 2026· 47m 1s· 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
🇺🇸 Romans · United States
918
+20
🇺🇸 Celts · United States
913
+20
🇺🇸 Mongols · United States
1032
-21
🇦🇷 Koreans · Argentina
975
-19
Player eAPM Actions Feudal Castle Imperial Opening
Blenderdaddy Mongols
21 973 11:34 16:22 34:57 ⚔ Scouts FC
18 858 13:31 36:03 ⚔ M@A into Towers into Archers
15 701 17:18 29:04
giannluca2018 Koreans
4 170

Resources

Player Food Wood Gold Stone Spent Collected
15,605 9,313 6,930 2,750 34,598 35,017
14,890 5,290 4,085 4,505 28,770 28,966
7,965 8,455 1,255 2,290 19,965 23,233
1,650 550 50 100 2,350 2,872
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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