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African Clearing

510323438Analyzed
2v2 RM · 14h ago on Sep 30, 2026· 54m 15s· 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 · Spain
1289
+16
🇬🇧 Sicilians · United Kingdom
1272
+17
🇲🇽 Cumans · Mexico
1301
-17
🇲🇽 Varangians · Mexico
1289
-16
Player eAPM Actions Feudal Castle Imperial Opening
35 1,876 13:23 20:17 39:49 ⛏ Fast Castle
32 1,753 11:51 27:11 40:28 ⚔ Scout Rush
26 1,385 13:41 19:26 43:37 ⛏ Fast Castle
24 1,305 12:48 24:15 39:27

Resources

Player Food Wood Gold Stone Spent Collected
38,955 13,810 21,895 1,500 76,160 86,374
21,555 19,465 16,925 3,750 61,695 66,722
21,065 12,048 8,110 4,015 45,238 47,181
15,860 12,526 6,270 3,120 37,776 39,473
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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