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African Clearing

511444959Analyzed
2v2 RM · 12d ago on Oct 5, 2026· 42m 3s· 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
🇧🇷 Persians · Brazil
1507
+14
🇧🇷 Saxons · Brazil
1426
+16
vs
🇺🇸 Mongols · United States
1452
-15
🇺🇸 Varangians · United States
1448
-15
Player eAPM Actions Feudal Castle Imperial Opening
64 2,709 14:13 18:27 40:27
63 2,633 11:51 24:32 39:43 ⚔ Archers into Towers
42 1,769 13:27 32:32 — ⚔ Fish Boom into Towers FC
29 1,215 11:00 19:17 39:37 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,465 22,017 16,890 1,675 61,047 64,324
14,715 13,052 4,395 2,305 34,467 39,675
13,755 6,155 4,120 1,040 25,070 26,131
8,125 8,044 330 1,485 17,984 19,080
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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