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African Clearing

510675562Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 54m 58s· 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
🇺🇸 Mongols · United States
1339
+16
🇺🇸 Japanese · United States
1303
+17
🇲🇽 Huns · Mexico
1341
-17
🇲🇽 Varangians · Mexico
1334
-16
Player eAPM Actions Feudal Castle Imperial Opening
60 3,274 13:33 17:32 43:32 ⛏ Fast Castle
41 2,266 13:41 17:40 49:05 ⛏ Fast Castle
40 2,199 13:24 24:32 — ⚔ Scouts into Skirms
27 1,480 13:22 19:47 45:03 ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
27,180 23,708 9,565 1,900 62,353 66,887
17,940 19,869 8,915 3,370 50,094 51,413
20,580 12,782 6,485 2,300 42,147 43,572
16,965 14,319 2,430 1,375 35,089 37,529
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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