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African Clearing

507014285Analyzed
2v2 RM · 17d ago on Sep 16, 2026· 30m 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
🇨🇴 Cumans · Colombia
1118
+10
🇨🇴 Britons · Colombia
911
+18
🇷🇺 Italians · Russia
948
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 1,472 14:41 19:51 — ⛏ Fast Castle
36 1,100 14:02 18:18 — ⛏ Fast Castle
30 920 14:34 23:35 — ⚔ Archer Rush
12 365 15:45 19:56 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,750 5,205 1,295 850 16,100 17,757
6,545 6,151 2,960 300 15,956 16,257
7,640 4,531 2,980 750 15,901 16,039
4,600 3,145 810 100 8,655 9,918
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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