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African Clearing

510513000Analyzed
2v2 RM · 3h ago on Oct 1, 2026· 39m 31s· 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
🇬🇧 Burgundians · United Kingdom
718
+12
🇧🇷 Aztecs · Brazil
674
+14
🇨🇳 Saxons · China
654
-14
🇷🇺 Danes · Russia
606
-12
Player eAPM Actions Feudal Castle Imperial Opening
40 1,597 12:21 17:40 33:16 ⛏ Fish Boom FC
39 1,533 12:21 15:57 32:00 ⛏ Fast Castle
17 665 16:45 26:24 —
14 553 19:24 25:03 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
14,860 12,960 7,735 2,500 38,055 47,127
17,315 10,984 5,155 1,640 35,094 54,471
11,545 7,455 1,790 1,725 22,515 26,093
4,580 3,930 935 2,150 11,595 12,808
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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