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African Clearing

510910104Analyzed
2v2 RM · 5h ago on Oct 3, 2026· 43m 11s· 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
🇨🇳 Hindustanis · China
1473
+13
🇨🇳 Persians · China
1450
+14
🇨🇳 Vikings · China
1412
-14
🇨🇴 Varangians · Colombia
1408
-13
Player eAPM Actions Feudal Castle Imperial Opening
38 1,628 12:57 18:12 37:27 ⛏ Fish Boom FC
36 1,540 13:24 21:42 36:59 ⚔ Scout Rush
30 1,276 13:22 18:18 41:30 ⛏ Fast Castle
20 845 15:50 20:09 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,095 17,722 12,420 3,210 55,447 58,192
11,675 11,729 7,900 1,050 32,354 38,347
12,595 7,592 3,710 1,800 25,697 28,015
8,000 10,195 3,125 1,150 22,470 23,751
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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