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African Clearing

510420175Analyzed
2v2 RM · 12h ago on Sep 30, 2026· 30m 33s· 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 · United States
1381
+16
🇨🇴 Huns · Colombia
1342
+18
🇮🇳 Mongols · India
1394
-17
🇨🇴 Malians · Colombia
1375
-17
Player eAPM Actions Feudal Castle Imperial Opening
53 1,605 11:59 21:27 — ⚔ Scouts into Archers
40 1,210 12:37 16:24 — ⛏ Fish Boom FC
35 1,079 10:40 23:20 — ⚔ Scout Rush
32 985 12:14 24:35 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,600 7,670 2,000 965 20,235 22,041
9,680 3,703 2,650 300 16,333 16,546
7,325 5,243 2,605 870 16,043 16,492
7,020 3,880 1,260 250 12,410 11,792
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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