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African Clearing

506696908Analyzed
2v2 RM · 17d ago on Sep 14, 2026· 53m 38s· 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 · France
1348
+13
🇳🇱 Gurjaras · Netherlands
1324
+14
🇩🇪 Berbers · Germany
1292
-13
🇩🇪 Vietnamese · Germany
1292
-14
Player eAPM Actions Feudal Castle Imperial Opening
57 3,055 12:38 23:52 42:08 ⚔ Scout Rush
43 2,332 13:16 18:38 36:23 ⛏ Fast Castle
26 1,377 13:13 22:39 — ⚔ Scout Rush
25 1,364 13:10 17:51 38:02 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,750 19,901 9,175 3,000 52,826 58,556
22,095 14,637 13,530 2,155 52,417 53,745
25,100 12,888 9,390 4,225 51,603 70,059
8,550 5,875 1,150 2,550 18,125 19,651
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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