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African Clearing

510493650Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 15m 53s· 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 · Germany
828
+18
🇩🇪 Lithuanians · Germany
792
+19
🇮🇩 Hindustanis · Indonesia
888
-19
🇮🇳 Khmer · India
856
-18
Player eAPM Actions Feudal Castle Imperial Opening
21 336 — — —
20 323 — — —
20 315 14:13 — —
11 170 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,575 1,042 50 100 3,767 3,787
1,600 675 50 100 2,425 2,340
1,400 833 0 100 2,333 2,295
550 750 0 200 1,500 686
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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