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African Clearing

510621382Analyzed
2v2 RM · 10h ago on Oct 1, 2026· 48m 34s· 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 · Argentina
1232
+15
🇦🇷 Malay · Argentina
1224
+15
🇺🇸 Romans · United States
1205
-15
🇺🇸 Magyars · United States
1205
-15
Player eAPM Actions Feudal Castle Imperial Opening
75 3,644 12:46 16:45 42:15 ⛏ Fast Castle
35 1,683 14:02 17:46 42:26 ⛏ Fast Castle
30 1,477 12:35 22:18 46:53 ⚔ M@A into Skirms
26 1,271 13:34 22:59 46:58 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,125 27,450 22,130 1,050 68,755 78,168
26,320 14,425 9,690 2,450 52,885 60,289
18,615 15,132 3,750 2,490 39,987 41,584
21,835 10,299 4,395 1,775 38,304 43,901
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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