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African Clearing

510454283Analyzed
2v2 RM · 12h ago on Oct 1, 2026· 59m 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
🇨🇴 Vietnamese · Colombia
774
+10
🇨🇴 Sicilians · Colombia
403
+25
🇦🇷 Portuguese · Argentina
659
-19
🇨🇱 Huns · Chile
578
-16
Player eAPM Actions Feudal Castle Imperial Opening
71 4,263 18:03 52:18 — ⚔ Towers FC
23 1,370 18:32 29:34 47:02 ⚔ M@A FC into Archers
21 1,269 16:48 26:17 45:41 ⚔ Skirms into Towers FC
8 496 14:20 — — ⚔ Towers into Archers

Resources

Player Food Wood Gold Stone Spent Collected
17,425 14,060 11,065 1,250 43,800 52,369
13,855 13,245 5,765 3,905 36,770 38,955
11,100 3,905 3,495 2,500 21,000 21,672
2,475 2,825 275 350 5,925 6,189
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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