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African Clearing

510554316Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 40m 33s· 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
🇫🇮 Huns · Finland
1229
+17
🇫🇮 Japanese · Finland
1229
+17
🇨🇴 Persians · Colombia
1267
-17
🇨🇴 Chinese · Colombia
1256
-17
Player eAPM Actions Feudal Castle Imperial Opening
39 1,592 13:01 17:11 39:18 ⛏ Fast Castle
28 1,145 13:28 17:36 — ⛏ Fast Castle
24 955 13:06 17:17 36:08 ⛏ Fast Castle
22 906 13:54 19:51 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,240 10,840 1,805 1,725 23,610 24,357
11,240 4,933 3,395 2,900 22,468 24,990
9,930 4,536 4,040 1,700 20,206 20,921
6,150 7,607 2,760 3,000 19,517 20,567
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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