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African Clearing

510764689Analyzed
2v2 RM · 17h ago on Oct 2, 2026· 22m 34s· 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
🇨🇳 Varangians · China
891
+16
🇨🇳 Saxons · China
888
+16
🇭🇰 Persians · Hong Kong SAR China
908
-17
🇫🇷 Franks · France
860
-15
Player eAPM Actions Feudal Castle Imperial Opening
28 637 16:22 20:45 — ⛏ Fast Castle
16 367 14:55 19:56 — ⛏ Fast Castle
13 294 12:25 — — ⛏ Fast Castle
9 204 12:58 19:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,395 3,000 520 430 8,345 8,017
4,600 2,720 200 750 8,270 8,325
3,725 1,525 445 1,400 7,095 6,574
3,245 2,731 200 100 6,276 7,626
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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