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African Clearing

512820095Analyzed
2v2 RM · 26d ago on Oct 11, 2026· 18m 25s· 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
🇹🇷 Huns · Türkiye
1363
+11
🇦🇷 Britons · Argentina
1312
+14
vs
🇮🇳 Mongols · India
1271
-13
🇷🇺 Italians · Russia
1238
-12
Player eAPM Actions Feudal Castle Imperial Opening
50 916 12:00 — — ⚔ Scout Rush
36 667 12:48 16:56 — ⛏ Fast Castle
26 478 12:42 17:28 — ⛏ Fast Castle
22 399 13:08 18:17 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,370 1,278 150 225 6,023 5,610
3,050 1,925 435 100 5,510 5,670
2,900 1,860 250 205 5,215 5,469
2,850 1,245 250 750 5,095 4,904
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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