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African Clearing

506021624Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 58m 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
🇵🇪 Berbers · Peru
1137
+17
🇵🇪 Huns · Peru
1137
+17
🇺🇸 Vietnamese · United States
1152
-17
🇺🇸 Mongols · United States
1152
-17
Player eAPM Actions Feudal Castle Imperial Opening
61 3,529 12:40 18:49 37:01 ⚔ Scout Rush
45 2,632 13:22 17:23 44:08 ⛏ Fast Castle
41 2,412 13:41 18:07 36:29 ⛏ Fast Castle
39 2,274 13:04 16:53 35:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,595 27,893 13,820 1,450 73,758 81,572
25,685 17,442 16,975 1,800 61,902 82,531
17,020 23,482 15,550 4,050 60,102 68,767
13,845 12,770 9,775 2,450 38,840 44,885
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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