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African Clearing

510800183Analyzed
2v2 RM · 7h ago on Oct 2, 2026· 25m 42s· 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
🇭🇰 Varangians · Hong Kong SAR China
1582
+11
🇨🇳 Magyars · China
1408
+18
1497
-16
🇦🇷 Maya · Argentina
1420
-13
Player eAPM Actions Feudal Castle Imperial Opening
68 1,737 12:56 — — ⚔ Scout Rush
57 1,458 14:02 17:36 — ⛏ Fast Castle
46 1,195 13:41 17:57 — ⚔ Towers FC
40 1,027 12:38 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,200 2,068 1,550 990 9,808 9,024
5,400 3,844 350 100 9,694 9,579
4,215 1,948 880 1,130 8,173 7,576
3,260 2,721 730 350 7,061 7,499
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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