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African Clearing

503799011Analyzed
2v2 RM · 29d ago on Sep 2, 2026· 61m 48s· 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
🇰🇿 Mongols · Kazakhstan
1192
+13
🇨🇳 Japanese · China
1071
+18
🇦🇺 Slavs · Australia
1134
-16
🇦🇺 Maya · Australia
1115
-15
Player eAPM Actions Feudal Castle Imperial Opening
41 2,506 13:52 20:39 36:58 ⛏ Fish Boom FC
31 1,939 13:55 21:30 52:50 ⚔ M@A FC
22 1,347 14:11 18:51 — ⛏ Fast Castle
20 1,236 16:37 27:57 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,165 17,870 15,010 4,645 66,690 77,893
16,850 16,655 9,340 4,100 46,945 56,739
14,810 8,810 8,805 2,900 35,325 35,782
9,210 9,675 5,180 1,825 25,890 25,778
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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