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African Clearing

510420215Analyzed
2v2 RM · 11h ago on Sep 30, 2026· 52m 38s· 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
🇧🇷 Saxons · Brazil
1532
+14
🇧🇷 Persians · Brazil
1484
+16
🇨🇴 Persians · Colombia
1509
-15
🇭🇰 Khmer · Hong Kong SAR China
1480
-15
Player eAPM Actions Feudal Castle Imperial Opening
71 3,759 12:37 17:19 47:13 ⛏ Fast Castle
49 2,583 13:09 16:39 39:18 ⛏ Fish Boom FC
37 1,963 11:39 26:43 — ⚔ Towers into Archers
21 1,088 11:57 32:09 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
31,995 22,378 18,630 1,150 74,153 77,998
36,970 21,720 9,890 4,500 73,080 75,549
11,430 12,364 6,735 1,650 32,179 33,082
3,625 2,147 250 500 6,522 7,860
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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