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African Clearing

506658693Analyzed
2v2 RM · 17d ago on Sep 14, 2026· 38m 51s· 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
🇹🇼 Spanish · Taiwan
858
+18
🇨🇭 Turks · Switzerland
853
+18
🇱🇰 Saracens · Sri Lanka
908
-18
🇨🇳 Persians · China
900
-18
Player eAPM Actions Feudal Castle Imperial Opening
28 1,104 15:33 19:30 30:30 ⛏ Fast Castle
20 794 14:26 20:46 35:39 ⚔ Scout Rush
20 787 13:56 20:04 37:31 ⛏ Fast Castle
12 478 15:41 25:51 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,995 7,175 3,830 3,000 24,000 27,029
9,985 8,300 2,970 2,450 23,705 26,467
7,020 5,655 2,220 750 15,645 15,971
6,050 4,805 1,625 850 13,330 14,997
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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