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African Clearing

510779845Analyzed
2v2 RM · 3h ago on Oct 2, 2026· 46m 41s· 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 · France
1318
+10
🇫🇷 Byzantines · France
984
+23
🇺🇸 Mongols · United States
1176
-17
🇨🇳 Huns · China
1144
-16
Player eAPM Actions Feudal Castle Imperial Opening
54 2,540 12:40 16:30 — ⛏ Fast Castle
49 2,302 12:29 16:37 42:50 ⛏ Fast Castle
29 1,345 11:56 17:11 42:33 ⛏ Fast Castle
29 1,375 13:23 18:37 37:50 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,375 17,005 15,485 2,350 45,215 45,742
15,295 13,278 11,460 950 40,983 41,685
14,775 14,195 5,815 2,100 36,885 43,793
12,450 11,630 3,885 3,315 31,280 32,680
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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