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African Clearing

510919998Analyzed
2v2 RM · 6h ago on Oct 3, 2026· 24m 16s· 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
🇹🇼 Maya · Taiwan
1597
+10
🇺🇸 Varangians · United States
1573
+11
🇨🇳 Mongols · China
1469
-11
🇨🇳 Persians · China
1448
-10
Player eAPM Actions Feudal Castle Imperial Opening
66 1,611 10:58 22:23 — ⚔ Scout Rush
47 1,136 13:04 21:41 — ⚔ Archer Rush
34 834 12:28 16:39 — ⛏ Fish Boom FC
25 596 18:51 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,770 3,361 670 200 11,001 10,649
4,375 4,551 960 300 10,186 9,992
3,800 2,786 760 1,080 8,426 8,332
2,990 1,760 250 200 5,200 4,516
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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